text: /***************************************************************************
   *   ANATOLIA MUD is copyright 1996-2002 Serdar BULUT, Ibrahim CANPUNAR    *	
   *   ANATOLIA has been brought to you by ANATOLIA consortium		   *
   *	 Serdar BULUT {Chronos}		bulut@anatoliamud.org              *
   *	 Ibrahim Canpunar  {Asena}	canpunar@anatoliamud.org           *	
   *	 Murat BICER  {KIO}		mbicer@anatoliamud.org       	   *	
   *	 D.Baris ACAR {Powerman}	dbacar@anatoliamud.org       	   *	
   *   By using this code, you have agreed to follow the terms of the        *
   *   ANATOLIA license, in the file Anatolia/doc/License/license.anatolia   *	
   ***************************************************************************/
  
  /***************************************************************************
   *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
   *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
   *                                                                         *
   *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
   *  Chastain, Michael Quan, and Mitchell Tse.                              *
   *                                                                         *
   *  In order to use any part of this Merc Diku Mud, you must comply with   *
   *  both the original Diku license in 'license.doc' as well the Merc       *
   *  license in 'license.txt'.  In particular, you may not remove either of *
   *  these copyright notices.                                               *
   *                                                                         *
   *  Much time and thought has gone into this software and you are          *
   *  benefitting.  We hope that you share your changes too.  What goes      *
   *  around, comes around.                                                  *
   ***************************************************************************/
  
  /***************************************************************************
  *	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
  *	ROM has been brought to you by the ROM consortium		   *
  *	    Russ Taylor (rtaylor@pacinfo.com)				   *
  *	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
  *	    Brian Moore (rom@rom.efn.org)				   *
  *	By using this code, you have agreed to follow the terms of the  	   *
  *	ROM license, in the file Rom24/doc/rom.license			   *
  ***************************************************************************/
  
  #include "anatolia.h"
  
  #include <stdlib.h>
  #include <string.h>
  
  #include "magic.h"
  #include "recycle.h"
  
  /* command procedures needed */
  DECLARE_DO_FUN(do_look		);
  DECLARE_DO_FUN(do_yell		);
  DECLARE_DO_FUN(do_say		);
  DECLARE_DO_FUN(do_murder	);
  DECLARE_DO_FUN(do_kill		);
  DECLARE_DO_FUN(do_visible	);
  
  DECLARE_SPEC_FUN(	spec_special_guard	);
  DECLARE_SPEC_FUN(	spec_stalker		);
  
  /*
   * Local functions.
   */
  void	say_spell	args( ( CHAR_DATA *ch, int sn ) );
  
  /* imported functions */
  bool    remove_obj      args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
  void 	wear_obj	args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
  bool	cabal_area_check     args( (CHAR_DATA *ch) );
  bool	is_at_cabal_area     args( (CHAR_DATA *ch) );
  
  
  /*
   * Lookup a skill by name.
   */
  int skill_lookup( const char *name )
  {
      int sn;
  
      for ( sn = 0; sn < MAX_SKILL; sn++ )
      {
  	if ( skill_table[sn].name == NULL )
  	    break;
  	if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
  	&&   !str_prefix( name, skill_table[sn].name ) )
  	    return sn;
      }
  
      return -1;
  }
  
  int find_spell( CHAR_DATA *ch, const char *name )
  {
      /* finds a spell the character can cast if possible */
      int sn, found = -1;
  
      if (IS_NPC(ch))
  	return skill_lookup(name);
  
      for ( sn = 0; sn < MAX_SKILL; sn++ )
      {
  	if (skill_table[sn].name == NULL)
  	    break;
  	if (LOWER(name[0]) == LOWER(skill_table[sn].name[0])
  	&&  !str_prefix(name,skill_table[sn].name))
  	{
  	    if ( found == -1)
  	      found = sn;
  	    if ( ! skill_failure_nomessage(ch, sn, 0) )
  	      return sn;
  	}
      }
      return found;
  }
  
  
  
  /*
   * Lookup a skill by slot number.
   * Used for object loading.
   */
  int slot_lookup( int slot )
  {
      extern bool fBootDb;
      int sn;
  
      if ( slot <= 0 )
  	return -1;
  
      for ( sn = 0; sn < MAX_SKILL; sn++ )
      {
  	if ( slot == skill_table[sn].slot )
  	    return sn;
      }
  
      if ( fBootDb )
      {
  	bug( "Slot_lookup: bad slot %d.", slot );
  	abort( );
      }
  
      return -1;
  }
  
  
  
  /*
   * Utter mystical words for an sn.
   */
  void say_spell( CHAR_DATA *ch, int sn )
  {
      char buf  [MAX_STRING_LENGTH];
      char buf2 [MAX_STRING_LENGTH];
      CHAR_DATA *rch;
      char *pName;
      int iSyl;
      int length;
      int skill;
  
      struct syl_type
      {
  	char *	old;
  	char *	new;
      };
  
      static const struct syl_type syl_table[] =
      {
  	{ " ",		" "		},
  	{ "ar",		"abra"		},
  	{ "au",		"kada"		},
  	{ "bless",	"fido"		},
  	{ "blind",	"nose"		},
  	{ "bur",	"mosa"		},
  	{ "cu",		"judi"		},
  	{ "de",		"oculo"		},
  	{ "en",		"unso"		},
  	{ "light",	"dies"		},
  	{ "lo",		"hi"		},
  	{ "mor",	"zak"		},
  	{ "move",	"sido"		},
  	{ "ness",	"lacri"		},
  	{ "ning",	"illa"		},
  	{ "per",	"duda"		},
  	{ "ra",		"gru"		},
  	{ "fresh",	"ima"		},
  	{ "re",		"candus"	},
  	{ "son",	"sabru"		},
  	{ "tect",	"infra"		},
  	{ "tri",	"cula"		},
  	{ "ven",	"nofo"		},
  	{ "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
  	{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
  	{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
  	{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
  	{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
  	{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
  	{ "y", "l" }, { "z", "k" },
  	{ "", "" }
      };
  
      buf[0]	= '\0';
      for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
      {
  	for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
  	{
  	    if ( !str_prefix( syl_table[iSyl].old, pName ) )
  	    {
  		strcat( buf, syl_table[iSyl].new );
  		break;
  	    }
  	}
  
  	if ( length == 0 )
  	    length = 1;
      }
  
      sprintf( buf2, "$n utters the words, '%s'.", buf );
      sprintf( buf,  "$n utters the words, '%s'.", skill_table[sn].name );
  
      for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
      {
  	if ( rch != ch )  
  	{
           skill = (get_skill(rch,gsn_spell_craft) * 9) / 10;
  	 if (skill < number_percent() )
  	  {
  	    act(buf2 , ch, NULL, rch, TO_VICT );
  	    check_improve( rch, gsn_spell_craft, TRUE, 5 );
  	  }
  	 else  
  	  {
  	    act( buf, ch, NULL, rch, TO_VICT );
  	    check_improve( rch, gsn_spell_craft, TRUE, 5 );
  	  }
  	}
      }
  
      return;
  }
  
  
  
  /*
   * Compute a saving throw.
   * Negative apply's make saving throw better.
   */
  bool saves_spell( int level, CHAR_DATA *victim, int dam_type )
  {
      int save;
  
      save = 40 + ( victim->level - level) * 4 - 
  	(victim->saving_throw * 90) / UMAX(45,victim->level);
  
      if (IS_AFFECTED(victim,AFF_BERSERK))
  	save += victim->level / 5;
  
      switch(check_immune(victim,dam_type))
      {
  	case IS_IMMUNE:		return TRUE;
  	case IS_RESISTANT:	save += victim->level / 5;	break;
  	case IS_VULNERABLE:	save -= victim->level / 5;	break;
      }
  
      if (!IS_NPC(victim) && class_table[victim->class].fMana)
  	save = 9 * save / 10;
      save = URANGE( 5, save, 95 );
      return number_percent( ) < save;
  }
  
  /* RT configuration smashed */
  
  bool saves_dispel( int dis_level, int spell_level, int duration)
  {
      int save;
      
        /* impossible to dispel permanent effects */
      if (duration == -2 ) return 1;
      if (duration == -1 ) spell_level += 5;
  
      save = 50 + (spell_level - dis_level) * 5;
      save = URANGE( 5, save, 95 );
      return number_percent( ) < save;
  }
  
  /* co-routine for dispel magic and cancellation */
  
  bool check_dispel( int dis_level, CHAR_DATA *victim, int sn)
  {
      AFFECT_DATA *af;
  
      if (is_affected(victim, sn))
      {
  	for ( af = victim->affected; af != NULL; af = af->next )
          {
              if ( af->type == sn )
              {
                  if (!saves_dispel(dis_level,af->level,af->duration))
                  {
                      affect_strip(victim,sn);
          	    if ( skill_table[sn].msg_off )
          	    {
              		send_to_char( skill_table[sn].msg_off, victim );
              		send_to_char( "\n\r", victim );
          	    }
  		    return TRUE;
  		}
  		else
  		    af->level--;
              }
          }
      }
      return FALSE;
  }
  
  /* for finding mana costs -- temporary version */
  int mana_cost (CHAR_DATA *ch, int min_mana, int level)
  {
      if (ch->level + 2 == level)
  	return 1000;
      return UMAX(min_mana,(100/(2 + ch->level - level)));
  }
  
  /*
   * for casting different rooms 
   * returned value is the range 
   */
  int allowed_other( CHAR_DATA *ch, int sn)
  {
   if (skill_table[sn].minimum_position == POS_STANDING
    	|| skill_table[sn].skill_level[ch->class] < 26
  	|| sn == find_spell(ch,"chain lightning") ) return 0;
   else return skill_table[sn].skill_level[ch->class] / 10;
  }
  
  /*
   * The kludgy global is for spells who want more stuff from command line.
   */
  char *target_name;
  
  void do_cast( CHAR_DATA *ch, char *argument )
  {
      char arg1[MAX_INPUT_LENGTH];
      char arg2[MAX_INPUT_LENGTH];
      char buf[MAX_STRING_LENGTH];
      CHAR_DATA *victim;
      OBJ_DATA *obj;
      void *vo;
      int mana;
      int sn;
      int target;
      int cast_far = 0, door, range;
  
      /*
       * Switched NPC's can cast spells, but others can't.
       */
      if ( IS_NPC(ch) && ch->desc == NULL)
  	return;
  
       if (is_affected(ch, gsn_shielding) )
  	{
  	 send_to_char("You reach for the True Source and feel something stopping you.\n\r",ch);
  	 return;
  	}
  
       if (is_affected(ch, gsn_garble) || is_affected(ch, gsn_deafen))
       {
          send_to_char("You can't get the right intonations.\n\r", ch);
          return;
       }
  
      target_name = one_argument( argument, arg1 );
      one_argument( target_name, arg2 );
  
      if ( arg1[0] == '\0' )
      {
  	send_to_char( "Cast which what where?\n\r", ch );
  	return;
      }
  
      if (ch->cabal == CABAL_BATTLE && !IS_IMMORTAL(ch)) 
      {
        send_to_char("You are a BattleRager, not a filthy magician!\n\r",ch);
        return;
      }
  
      if (  ( sn = find_spell( ch,arg1 ) ) < 0 
            || skill_failure_nomessage(ch, sn, 1) )
      {
  	send_to_char( "You don't know any spells of that name.\n\r", ch );
  	return;
      }
  
      if ( ch->class == CLASS_VAMPIRE
  	&& !IS_VAMPIRE(ch) && skill_table[sn].cabal == CABAL_NONE)
      {
        send_to_char("You must transform to vampire before casting!\n\r",ch);
        return;
      }
  
      if ( skill_table[sn].spell_fun == spell_null )
      {
          send_to_char("That's not a spell.\n\r",ch);
          return;
      }
  
      if ( ch->position < skill_table[sn].minimum_position )
      {
  	send_to_char( "You can't concentrate enough.\n\r", ch );
  	return;
      }
  
      if (!cabal_ok(ch,sn))
        return;
  
      if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC))
      {
          send_to_char("Your spell fizzles out and fails.\n\r",ch);
          act("$n's spell fizzles out and fails.", ch, NULL, NULL, TO_ROOM);
          return;
      }
  
      if (ch->level + 2 == skill_table[sn].skill_level[ch->class])
  	mana = 50;
      else
  	mana = UMAX(
  	    skill_table[sn].min_mana,
  	    100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) );
  
      /*
       * Locate targets.
       */
      victim	= NULL;
      obj		= NULL;
      vo		= NULL;
      target	= TARGET_NONE;
  
      switch ( skill_table[sn].target )
      {
      default:
  	bug( "Do_cast: bad target for sn %d.", sn );
  	return;
  
      case TAR_IGNORE:
          if ( is_affected(ch,gsn_spellbane))
            {
  	    WAIT_STATE( ch, skill_table[sn].beats );
              act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
              act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
  	    check_improve(ch,gsn_spellbane,TRUE,1);
              damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
              return;
            }
   	break;
  
      case TAR_CHAR_OFFENSIVE:
  	if ( arg2[0] == '\0' )
  	{
  	    if ( ( victim = ch->fighting ) == NULL )
  	    {
  		send_to_char( "Cast the spell on whom?\n\r", ch );
  		return;
  	    }
  	}
  	else
  	{
  	    if ( (range = allowed_other(ch,sn)) > 0 )
  	    {
   	     if ((victim=get_char_spell(ch,target_name,&door,range)) == NULL)
  	      return;
  
  	     if (victim->in_room != ch->in_room 
  		&& ( (IS_NPC(victim) && IS_SET(victim->act,ACT_NOTRACK))
  		   || is_at_cabal_area(ch) || is_at_cabal_area(victim) ) )
  	     {
  	      act("You can't cast this spell to $N at this distance.",
  			ch,NULL,victim,TO_CHAR);
  	      return;
  	     }
  
  	     cast_far = 1;
  	    }
  	    else if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
  	    {
  		send_to_char( "They aren't here.\n\r", ch );
  		return;
  	    }
  	}
  
  	if ( !IS_NPC(ch) && is_safe(ch,victim) )
  		return;
  /*
  	if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
  	{
  	    send_to_char( "You can't do that on your own follower.\n\r",
  		ch );
  	    return;
  	}
  */
  	vo = (void *) victim;
  	target = TARGET_CHAR;
          if (!IS_NPC(ch) && victim != ch &&
              ch->fighting != victim && victim->fighting != ch &&
              (IS_SET(victim->affected_by,AFF_CHARM) || !IS_NPC(victim)))
            {
              if (!can_see(victim, ch))
                  do_yell(victim, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
                      (is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(victim))?
                       ch->doppel->name : ch->name);
                   do_yell(victim,buf);
                }
            }
          if ( is_affected(victim,gsn_spellbane) && 
              (number_percent() < 2*get_skill(victim, gsn_spellbane)/3) 
  		&& sn != slot_lookup(524)  && sn != slot_lookup(204) )  
            {
  	    WAIT_STATE( ch, skill_table[sn].beats );
              if (ch==victim)
              {
                  act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
                  act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
  	        check_improve(victim,gsn_spellbane,TRUE,1);
                  damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE,TRUE);
              }
              else 
  	    {
                act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
                act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
                act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
  	      check_improve(victim,gsn_spellbane,TRUE,1);
                damage(victim,ch,3 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
                multi_hit(victim,ch,TYPE_UNDEFINED);
              }
              return;
            }
          if ( ch != victim && CAN_DETECT(victim, ADET_ABSORB) &&
              (number_percent() < 2*get_skill(victim,gsn_absorb)/3) 
  		&& sn != slot_lookup(524) && sn != slot_lookup(204))  
  	{
              act("Your spell fails to pass $N's energy field!",ch,NULL,victim,TO_CHAR);
              act("You absorb $n's spell!",ch,NULL,victim,TO_VICT);
              act("$N absorbs $n's spell!",ch,NULL,victim,TO_NOTVICT);
  	    check_improve(victim,gsn_absorb,TRUE,1);
  	    victim->mana += mana;
  	    return;
  	}
  	break;
  
      case TAR_CHAR_DEFENSIVE:
  	if ( arg2[0] == '\0' )
  	{
  	    victim = ch;
  	}
  	else
  	{
  	    if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
  	    {
  		send_to_char( "They aren't here.\n\r", ch );
  		return;
  	    }
  	}
  
  	vo = (void *) victim;
  	target = TARGET_CHAR;
          if ( is_affected(victim,gsn_spellbane) )
            {
  	    WAIT_STATE( ch, skill_table[sn].beats );
              if (ch==victim)
                {
                  act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
                  act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
  	        check_improve(victim,gsn_spellbane,TRUE,1);
                  damage(victim,ch,3 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);              }
              else {
                act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
                act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
                act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
  	      check_improve(victim,gsn_spellbane,TRUE,1);
                damage(victim,ch,3 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
              }
              return;
            }
          if ( ch != victim && CAN_DETECT(victim, ADET_ABSORB) &&
              (number_percent() < 2*get_skill(victim,gsn_absorb)/3) )
  	{
              act("Your spell fails to pass $N's energy field!",ch,NULL,victim,TO_CHAR);
              act("You absorb $n's spell!",ch,NULL,victim,TO_VICT);
              act("$N absorbs $n's spell!",ch,NULL,victim,TO_NOTVICT);
  	    check_improve(victim,gsn_absorb,TRUE,1);
  	    victim->mana += mana;
  	    return;
  	}
  	break;
  
      case TAR_CHAR_SELF:
  	if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) )
  	{
  	    send_to_char( "You cannot cast this spell on another.\n\r", ch );
  	    return;
  	}
  
  	vo = (void *) ch;
  	target = TARGET_CHAR;
  
          if ( is_affected(ch,gsn_spellbane) )
            {
  	    WAIT_STATE( ch, skill_table[sn].beats );
              act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
              act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
  	    check_improve(ch,gsn_spellbane,TRUE,1);
              damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
              return;
            }
  
  	break;
  
      case TAR_OBJ_INV:
  	if ( arg2[0] == '\0' )
  	{
  	    send_to_char( "What should the spell be cast upon?\n\r", ch );
  	    return;
  	}
  
  	if ( ( obj = get_obj_carry( ch, target_name ) ) == NULL )
  	{
  	    send_to_char( "You are not carrying that.\n\r", ch );
  	    return;
  	}
  
  	vo = (void *) obj;
  	target = TARGET_OBJ;
          if ( is_affected(ch,gsn_spellbane) )
            {
  	    WAIT_STATE( ch, skill_table[sn].beats );
              act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
              act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
  	    check_improve(ch,gsn_spellbane,TRUE,1);
              damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
              return;
            }
  	break;
  
      case TAR_OBJ_CHAR_OFF:
  	if (arg2[0] == '\0')
  	{
  	    if ((victim = ch->fighting) == NULL)
  	    {
  		send_to_char("Cast the spell on whom or what?\n\r",ch);
  		return;
  	    }
  
  	    target = TARGET_CHAR;
  	}
  	else if ((victim = get_char_room(ch,target_name)) != NULL)
  	{
  	    target = TARGET_CHAR;
  	}
  
  	if (target == TARGET_CHAR) /* check the sanity of the attack */
  	{
  	    if(is_safe_spell(ch,victim,FALSE) && victim != ch)
  	    {
  		send_to_char("Your spell didn't work.\n\r",ch);
  		return;
  	    }
  
  	    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
  	    {
  		send_to_char( "You can't do that on your own follower.\n\r",
  		    ch );
  		return;
  	    }
  
  	    if ( is_safe(ch, victim) )
  		return;
  
  	    vo = (void *) victim;
  	}
  	else if ((obj = get_obj_here(ch,target_name)) != NULL)
  	{
  	    vo = (void *) obj;
  	    target = TARGET_OBJ;
  	}
  	else
  	{
  	    send_to_char("You don't see that here.\n\r",ch);
  	    return;
  	}
  	break;
  
      case TAR_OBJ_CHAR_DEF:
  	if (arg2[0] == '\0')
  	{
  	    vo = (void *) ch;
  	    target = TARGET_CHAR;
  	}
  	else if ((victim = get_char_room(ch,target_name)) != NULL)
  	{
  	    vo = (void *) victim;
  	    target = TARGET_CHAR;
  	}
  	else if ((obj = get_obj_carry(ch,target_name)) != NULL)
  	{
  	    vo = (void *) obj;
  	    target = TARGET_OBJ;
  	}
  	else
  	{
  	    send_to_char("You don't see that here.\n\r",ch);
  	    return;
  	}
  	break;
      }
  
      if ( !IS_NPC(ch) && ch->mana < mana )
      {
  	send_to_char( "You don't have enough mana.\n\r", ch );
  	return;
      }
  
      if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
  	say_spell( ch, sn );
  
      WAIT_STATE( ch, skill_table[sn].beats );
  
      if ( number_percent( ) > get_skill(ch,sn) )
      {
  	send_to_char( "You lost your concentration.\n\r", ch );
  	check_improve(ch,sn,FALSE,1);
  	ch->mana -= mana / 2;
  	if (cast_far) cast_far = 2;
      }
      else
      {
  	int slevel;
  
  	if (class_table[ch->class].fMana)
  		slevel = ch->level - UMAX(0,(ch->level / 20));
  	else	slevel = ch->level - UMAX(5,(ch->level / 10));
  
  	if (skill_table[sn].cabal != CABAL_NONE)
  		slevel = ch->level;
  
  	if ( ch->level > skill_table[gsn_spell_craft].skill_level[ch->class])
  	 {
  	  if (number_percent() < get_skill(ch,gsn_spell_craft) )
  		{
  		 slevel = ch->level; 
  		 check_improve( ch, gsn_spell_craft, TRUE, 1 );
  		}
  	  check_improve( ch, gsn_spell_craft, FALSE, 1);
  	 }
  
  	if (ch->cabal == CABAL_SHALAFI &&
  	    ch->level > skill_table[gsn_mastering_spell].skill_level[ch->class]
  	    && cabal_ok(ch,gsn_mastering_spell) )
  	 {
  	  if (number_percent() < get_skill(ch,gsn_mastering_spell) )
  		{
  		 slevel += number_range(1,4); 
  		 check_improve( ch, gsn_mastering_spell, TRUE, 1 );
  		}
  	 }
  
  	ch->mana -= mana;
  	if (get_curr_stat(ch,STAT_INT) > 21 )
  		slevel = UMAX(1,(slevel + (get_curr_stat(ch,STAT_INT) - 21)) );
  	else	slevel = UMAX(1, slevel );
  
  	if (IS_NPC(ch))
  	    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo,target);
  	else
  	    (*skill_table[sn].spell_fun) (sn, slevel , ch, vo,target);
  	check_improve(ch,sn,TRUE,1);
      }
  	
      if (cast_far == 1 && door != -1)
  	path_to_track(ch,victim,door);
      else if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
      ||   (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
      &&   victim != ch
      &&   victim->master != ch)
      {
  	CHAR_DATA *vch;
  	CHAR_DATA *vch_next;
  
  	for ( vch = ch->in_room->people; vch; vch = vch_next )
  	{
  	    vch_next = vch->next_in_room;
  	    if ( victim == vch && victim->fighting == NULL )
  	    {
  		if ( victim->position != POS_SLEEPING )
  		multi_hit( victim, ch, TYPE_UNDEFINED );
  
  		break;
  	    }
  	}
      }
  
      return;
  }
  
  
  
  /*
   * Cast spells at targets using a magical object.
   */
  void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
  {
      void *vo = NULL;
      int target = TARGET_NONE;
  
      if ( sn <= 0 )
  	return;
  
      if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
      {
  	bug( "Obj_cast_spell: bad sn %d.", sn );
  	return;
      }
  
      if ( (IS_NPC(ch) && ch->position == POS_DEAD) ||
          (!IS_NPC(ch) && (current_time - ch->last_death_time) < 10))
      {
  	bug( "Obj_cast_spell: Ch is dead! But it is ok.", sn);
  	return;
      }
  
      if (victim != NULL)
      {
        if ( (IS_NPC(victim) && victim->position == POS_DEAD) ||
          (!IS_NPC(victim) && (current_time - victim->last_death_time) < 10))
        {
  	bug( "Obj_cast_spell: Victim is dead! But it is ok.. ", sn);
  	return;
        }
      }
  
      switch ( skill_table[sn].target )
      {
      default:
  	bug( "Obj_cast_spell: bad target for sn %d.", sn );
  	return;
  
      case TAR_IGNORE:
  	vo = NULL;
  	break;
  
      case TAR_CHAR_OFFENSIVE:
  	if ( victim == NULL )
  	    victim = ch->fighting;
  	if ( victim == NULL )
  	{
  	    send_to_char( "You can't do that.\n\r", ch );
  	    return;
  	}
  	if (is_safe(ch,victim) && ch != victim)
  	{
  	    send_to_char("Something isn't right...\n\r",ch);
  	    return;
  	}
  	vo = (void *) victim;
  	target = TARGET_CHAR;
          if ( is_affected(victim,gsn_spellbane) && (/*IS_NPC(victim) ||*/
                  number_percent() < 2*get_skill(victim, gsn_spellbane)/3) )
          {
              if (ch==victim)
                {
                  act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
                  act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
  	        check_improve(victim,gsn_spellbane,TRUE,1);
                  damage(victim,ch,10 * level,gsn_spellbane,DAM_NEGATIVE, TRUE);
                }
              else {
                act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
                act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
                act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
  	      check_improve(victim,gsn_spellbane,TRUE,1);
                damage(victim,ch,10 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
              }
              return;
          }
  
          if ( ch != victim && CAN_DETECT(victim, ADET_ABSORB) &&
              (number_percent() < 2*get_skill(victim,gsn_absorb)/3) 
  		&& sn != slot_lookup(524) && sn != slot_lookup(204))  
  	{
              act("Your spell fails to pass $N's energy field!",ch,NULL,victim,TO_CHAR);
              act("You absorb $n's spell!",ch,NULL,victim,TO_VICT);
              act("$N absorbs $n's spell!",ch,NULL,victim,TO_NOTVICT);
  	    check_improve(victim,gsn_absorb,TRUE,1);
  	    victim->mana += skill_table[sn].min_mana;
  	    return;
  	}
  	break;
  
      case TAR_CHAR_DEFENSIVE:
      case TAR_CHAR_SELF:
  	if ( victim == NULL )
  	    victim = ch;
  	vo = (void *) victim;
  	target = TARGET_CHAR;
          if ( is_affected(victim,gsn_spellbane) )
            {
              if (ch==victim)
                {
                  act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
                  act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
  	        check_improve(victim,gsn_spellbane,TRUE,1);
                  damage(victim,ch,10 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
                }
              else {
                act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
                act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
                act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
  	      check_improve(victim,gsn_spellbane,TRUE,1);
                damage(victim,ch,10 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
              }
              return;
            }
          break;
  
      case TAR_OBJ_INV:
  	if ( obj == NULL )
  	{
  	    send_to_char( "You can't do that.\n\r", ch );
  	    return;
  	}
  	vo = (void *) obj;
  	target = TARGET_OBJ;
          if ( is_affected(ch,gsn_spellbane) )
            {
              act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
              act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
  	    check_improve(ch,gsn_spellbane,TRUE,1);
              damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
              return;
            }
  
  	break;
  
      case TAR_OBJ_CHAR_OFF:
  	if ( victim == NULL && obj == NULL)
  	{
  	    if (ch->fighting != NULL)
  		victim = ch->fighting;
  	    else
  	    {
  		send_to_char("You can't do that.\n\r",ch);
  		return;
  	    }
  
  	    if (victim != NULL)
  	    {
  		if (is_safe_spell(ch,victim,FALSE) && ch != victim)
  		{
  		    send_to_char("Somehting isn't right...\n\r",ch);
  		    return;
  		}
  
  		vo = (void *) victim;
  		target = TARGET_CHAR;
  	    }
  	    else
  	    {
  		vo = (void *) obj;
  		target = TARGET_OBJ;
  	    }
  	}
  	break;
  
  
      case TAR_OBJ_CHAR_DEF:
  	if (victim == NULL && obj == NULL)
  	{
  	    vo = (void *) ch;
  	    target = TARGET_CHAR;
  	}
  	else if (victim != NULL)
  	{
  	    vo = (void *) victim;
  	    target = TARGET_CHAR;
  	}
  	else
  	{
  	    vo = (void *) obj;
  	    target = TARGET_OBJ;
  	}
  
  	break;
      }
  
      target_name = "";
      (*skill_table[sn].spell_fun) ( sn, level, ch, vo,target);
  
  
  
      if ( (skill_table[sn].target == TAR_CHAR_OFFENSIVE
      ||   (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
      &&   victim != ch
      &&   victim->master != ch )
      {
  	CHAR_DATA *vch;
  	CHAR_DATA *vch_next;
  
  	for ( vch = ch->in_room->people; vch; vch = vch_next )
  	{
  	    vch_next = vch->next_in_room;
  	    if ( victim == vch && victim->fighting == NULL )
  	    {
  		multi_hit( victim, ch, TYPE_UNDEFINED );
  
  		break;
  	    }
  	}
      }
  
      return;
  }
  
  
  
  /*
   * Spell functions.
   */
  void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 18 );
      if ( saves_spell( level, victim, DAM_ACID ) )
  	dam /= 2;
      damage( ch, victim, dam, sn,DAM_ACID,TRUE);
      return;
  }
  
  
  
  void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( is_affected( victim, sn ) )
      {
  	if (victim == ch)
  	  send_to_char("You are already armored.\n\r",ch);
  	else
  	  act("$N is already armored.",ch,NULL,victim,TO_CHAR);
  	return;
      }
      af.where	 = TO_AFFECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = 7 + level / 6;
      af.modifier  = -1 * UMAX(20,10 + level / 4); /* af.modifier  = -20;*/
      af.location  = APPLY_AC;
      af.bitvector = 0;
      affect_to_char( victim, &af );
      send_to_char( "You feel someone protecting you.\n\r", victim );
      if ( ch != victim )
  	act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR);
      return;
  }
  
  
  
  void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target)
  {
      CHAR_DATA *victim;
      OBJ_DATA *obj;
      AFFECT_DATA af;
  
      /* deal with the object case first */
      if (target == TARGET_OBJ)
      {
  	obj = (OBJ_DATA *) vo;
  	if (IS_OBJ_STAT(obj,ITEM_BLESS))
  	{
  	    act("$p is already blessed.",ch,obj,NULL,TO_CHAR);
  	    return;
  	}
  
  	if (IS_OBJ_STAT(obj,ITEM_EVIL))
  	{
  	    AFFECT_DATA *paf;
  
  	    paf = affect_find(obj->affected,gsn_curse);
  	    if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
  	    {
  		if (paf != NULL)
  		    affect_remove_obj(obj,paf);
  		act("$p glows a pale blue.",ch,obj,NULL,TO_ALL);
  		REMOVE_BIT(obj->extra_flags,ITEM_EVIL);
  		return;
  	    }
  	    else
  	    {
  		act("The evil of $p is too powerful for you to overcome.",
  		    ch,obj,NULL,TO_CHAR);
  		return;
  	    }
  	}
  
  	af.where	= TO_OBJECT;
  	af.type		= sn;
  	af.level	= level;
  	af.duration	= (6 + level / 2);
  	af.location	= APPLY_SAVES;
  	af.modifier	= -1;
  	af.bitvector	= ITEM_BLESS;
  	affect_to_obj(obj,&af);
  
  	act("$p glows with a holy aura.",ch,obj,NULL,TO_ALL);
  	return;
      }
  
      /* character target */
      victim = (CHAR_DATA *) vo;
  
  
      if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) )
      {
  	if (victim == ch)
  	  send_to_char("You are already blessed.\n\r",ch);
  	else
  	  act("$N already has divine favor.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = (6 + level / 2);
      af.location  = APPLY_HITROLL;
      af.modifier  = level / 8;
      af.bitvector = 0;
      affect_to_char( victim, &af );
  
      af.location  = APPLY_SAVING_SPELL;
      af.modifier  = 0 - level / 8;
      affect_to_char( victim, &af );
      send_to_char( "You feel righteous.\n\r", victim );
      if ( ch != victim )
  	act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR);
      return;
  }
  
  
  
  void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_BLIND) || 
          saves_spell(level,victim,DAM_OTHER))  {
        send_to_char( "You failed.\n\r", ch );
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.location  = APPLY_HITROLL;
      af.modifier  = -4;
      af.duration  = 3+level / 15;
      af.bitvector = AFF_BLIND;
      affect_to_char( victim, &af );
      send_to_char( "You are blinded!\n\r", victim );
      act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM);
      return;
  }
  
  
  
  void spell_burning_hands(int sn,int level, CHAR_DATA *ch, void *vo, int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice(level , 2) + 7;
      if ( saves_spell( level, victim,DAM_FIRE) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_FIRE,TRUE);
      return;
  }
  
  
  
  void spell_call_lightning( int sn, int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *vch;
      CHAR_DATA *vch_next;
      int dam;
  
      if ( !IS_OUTSIDE(ch) )
      {
  	send_to_char( "You must be out of doors.\n\r", ch );
  	return;
      }
  
      if ( weather_info.sky < SKY_RAINING )
      {
  	send_to_char( "You need bad weather.\n\r", ch );
  	return;
      }
  
      dam = dice(level, 14);
  
      send_to_char( "Gods' lightning strikes your foes!\n\r", ch );
      act( "$n calls lightning to strike $s foes!",
  	ch, NULL, NULL, TO_ROOM );
  
      for ( vch = char_list; vch != NULL; vch = vch_next )
      {
  	vch_next	= vch->next;
  	if ( vch->in_room == NULL )
  	    continue;
  	if (vch == ch)
  	    continue;
  	if ( vch->in_room == ch->in_room )
  	{
  	    if ( vch != ch && !is_same_group(ch, vch) )
  	      if (is_safe(ch, vch))
  		continue;
  
  	    if (CAN_DETECT(vch, ADET_GROUNDING))
  	    {
  		send_to_char("The electricity fizzles at your foes.\n\r",vch);
  		act("A lightning bolt fizzles at $N's foes.\n\r",
  			ch, NULL, vch, TO_ROOM);
  		continue;
  	    }
  
  	    if (saves_spell(level, vch, DAM_LIGHTNING))
  		dam /= 2;
  	    damage( ch, vch, dam, sn, DAM_LIGHTNING,TRUE);
  	    continue;
  	}
  
  	if ( vch->in_room->area == ch->in_room->area
  	&&   IS_OUTSIDE(vch)
  	&&   IS_AWAKE(vch) )
  	    send_to_char( "Lightning flashes in the sky.\n\r", vch );
      }
  
      return;
  }
  
  /* RT calm spell stops all fighting in the room */
  
  void spell_calm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *vch;
      int mlevel = 0;
      int count = 0;
      int high_level = 0;
      int chance;
      AFFECT_DATA af;
  
      /* get sum of all mobile levels in the room */
      for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
      {
  	if (vch->position == POS_FIGHTING)
  	{
  	    count++;
  	    if (IS_NPC(vch))
  	      mlevel += vch->level;
  	    else
  	      mlevel += vch->level/2;
  	    high_level = UMAX(high_level,vch->level);
  	}
      }
  
      /* compute chance of stopping combat */
      chance = 4 * level - high_level + 2 * count;
  
      if (IS_IMMORTAL(ch)) /* always works */
        mlevel = 0;
  
      if (number_range(0, chance) >= mlevel)  /* hard to stop large fights */
      {
  	for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
     	{
  	    if (IS_NPC(vch) && (IS_SET(vch->imm_flags,IMM_MAGIC) ||
  				IS_SET(vch->act,ACT_UNDEAD)))
  	      return;
  
  	    if (IS_AFFECTED(vch,AFF_CALM) || IS_AFFECTED(vch,AFF_BERSERK)
  	    ||  is_affected(vch,skill_lookup("frenzy")))
  	      return;
  
  	    send_to_char("A wave of calm passes over you.\n\r",vch);
  
  	    if (vch->fighting || vch->position == POS_FIGHTING)
  	      stop_fighting(vch,FALSE);
  
  
  	    af.where = TO_AFFECTS;
  	    af.type = sn;
  	    af.level = level;
  	    af.duration = level/4;
  	    af.location = APPLY_HITROLL;
  	    if (!IS_NPC(vch))
  	      af.modifier = -5;
  	    else
  	      af.modifier = -2;
  	    af.bitvector = AFF_CALM;
  	    affect_to_char(vch,&af);
  
  	    af.location = APPLY_DAMROLL;
  	    affect_to_char(vch,&af);
  	}
      }
  }
  
  void spell_cancellation( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      bool found = FALSE;
  
      level += 2;
  
      if ((!IS_NPC(ch) && IS_NPC(victim) &&
  	 !(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) ) ||
  	(IS_NPC(ch) && !IS_NPC(victim)) )
      {
  	send_to_char("You failed, try dispel magic.\n\r",ch);
  	return;
      }
  
      if ( !is_same_group(ch, victim) && ch != victim
  	 && (IS_NPC(victim) || IS_SET(victim->act, PLR_NOCANCEL)) )
      {
  	act("You cannot cast this spell to $N.", ch, NULL, victim, TO_CHAR);
  	return;
      }
  
      /* unlike dispel magic, the victim gets NO save */
  
      /* begin running through the spells */
  
      if (check_dispel(level,victim,skill_lookup("armor")))
  	found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("enhanced armor")))
  	found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("bless")))
          found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("blindness")))
      {
          found = TRUE;
          act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
      }
  
      if (check_dispel(level,victim,skill_lookup("calm")))
      {
  	found = TRUE;
  	act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
      }
   
      if (check_dispel(level,victim,skill_lookup("change sex")))
      {
          found = TRUE;
  	act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
      }
  
      if (check_dispel(level,victim,skill_lookup("charm person")))
      {
  	found = TRUE;
  	act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
      }
  
      if (check_dispel(level,victim,skill_lookup("chill touch")))
      {
  	found = TRUE;
  	act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
      }
  
      if (check_dispel(level,victim,skill_lookup("curse")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("detect evil")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("detect good")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("detect hidden")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("detect invis")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("detect hidden")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("detect magic")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("faerie fire")))
      {
  	act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("fly")))
      {
  	act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("frenzy")))
      {
  	act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("giant strength")))
      {
  	act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("haste")))
      {
  	act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("infravision")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("invis")))
      {
  	act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("mass invis")))
      {
  	act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("pass door")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("protection evil")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("protection good")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("sanctuary")))
      {
  	act("The white aura around $n's body vanishes.",
  	    victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("shield")))
      {
  	act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("sleep")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("slow")))
      {
  	act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("stone skin")))
      {
  	act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("weaken")))
      {
  	act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("shielding")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("web")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("fear")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("protection heat")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("protection cold")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("magic resistance")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("hallucination")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("terangreal")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("power word stun")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("corruption")))
      {
  	act("$n looks healthier.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("web")))
      {
  	act("The webs around $n dissolve.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (found)
          send_to_char("Ok.\n\r",ch);
      else
          send_to_char("Spell failed.\n\r",ch);
  }
  
  void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn,DAM_HARM,TRUE);
      return;
  }
  
  
  
  void spell_cause_critical(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn,DAM_HARM,TRUE);
      return;
  }
  
  
  
  void spell_cause_serious(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      damage( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn,DAM_HARM,TRUE);
      return;
  }
  
  void spell_chain_lightning(int sn,int level,CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      CHAR_DATA *tmp_vict,*last_vict,*next_vict;
      char buf[MAX_STRING_LENGTH];
      bool found;
      int dam;
  
      /* first strike */
  
      act("A lightning bolt leaps from $n's hand and arcs to $N.",
  	ch,NULL,victim,TO_ROOM);
      act("A lightning bolt leaps from your hand and arcs to $N.",
  	ch,NULL,victim,TO_CHAR);
      act("A lightning bolt leaps from $n's hand and hits you!",
  	ch,NULL,victim,TO_VICT);
  
      dam = dice(level,6);
  
      if (CAN_DETECT(victim, ADET_GROUNDING))
      {
  	send_to_char("The electricity fizzles at your foes.\n\r",victim);
  	act("A lightning bolt fizzles at $N's foes.\n\r",
  		ch, NULL, victim, TO_ROOM);
      }
      else
      {
        if (saves_spell(level,victim,DAM_LIGHTNING))
  	dam /= 3;
        damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);
      }
  
      if (!IS_NPC(ch) && victim != ch &&
          ch->fighting != victim && victim->fighting != ch &&
          (IS_SET(victim->affected_by,AFF_CHARM) || !IS_NPC(victim)))
        {
          if (!can_see(victim, ch))
            do_yell(victim, "Help someone is attacking me!");
          else
            {
              sprintf(buf,"Die, %s, you sorcerous dog!",
                      (is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(victim))?
                      ch->doppel->name : ch->name);
              do_yell(victim,buf);
            }
        }
  
  
      last_vict = victim;
      level -= 4;   /* decrement damage */
  
      /* new targets */
      while (level > 0)
      {
  	found = FALSE;
  	for (tmp_vict = ch->in_room->people;
  	     tmp_vict != NULL;
  	     tmp_vict = next_vict)
  	{
  	  next_vict = tmp_vict->next_in_room;
  	  if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict)
  	  {
  	    found = TRUE;
  	    last_vict = tmp_vict;
  	    if (is_safe(ch, tmp_vict) )  {
  	      act( "The bolt passes around $n's body.", ch, NULL, NULL, TO_ROOM );
  	      act( "The bolt passes around your body.", ch, NULL, NULL, TO_CHAR );
  	    }
  	    else  {
  	      act("The bolt arcs to $n!",tmp_vict,NULL,NULL,TO_ROOM);
  	      act("The bolt hits you!",tmp_vict,NULL,NULL,TO_CHAR);
  	      dam = dice(level,6);
  
              if (!IS_NPC(ch) && tmp_vict != ch &&
                  ch->fighting != tmp_vict && tmp_vict->fighting != ch &&
                  (IS_SET(tmp_vict->affected_by,AFF_CHARM) || !IS_NPC(tmp_vict)))
              {
                 if (!can_see(tmp_vict, ch))
                      do_yell(tmp_vict, "Help someone is attacking me!");
                 else
                 {
                   sprintf(buf,"Die, %s, you sorcerous dog!",                    
  		(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(tmp_vict))?
                       ch->doppel->name : ch->name);
                   do_yell(tmp_vict,buf);
                 }
               }
  
  	     if (CAN_DETECT(tmp_vict, ADET_GROUNDING))
  	     {
  		send_to_char("The electricity fizzles at your foes.\n\r",tmp_vict);
  		act("A lightning bolt fizzles at $N's foes.\n\r",
  			ch, NULL, tmp_vict, TO_ROOM);
  	     }
  	     else
  	     {
  	      if (saves_spell(level,tmp_vict,DAM_LIGHTNING))
  		dam /= 3;
  	      damage(ch,tmp_vict,dam,sn,DAM_LIGHTNING,TRUE);
               }
  	     level -= 4;  /* decrement damage */
  	    }
  	  }
  	}   /* end target searching loop */
  
  	if (!found) /* no target found, hit the caster */
  	{
  	  if (ch == NULL )
  	    return;
  
  	  if (last_vict == ch) /* no double hits */
  	  {
  	    act("The bolt seems to have fizzled out.",ch,NULL,NULL,TO_ROOM);
  	    act("The bolt grounds out through your body.",
  		ch,NULL,NULL,TO_CHAR);
  	    return;
  	  }
  
  	  last_vict = ch;
  	  act("The bolt arcs to $n...whoops!",ch,NULL,NULL,TO_ROOM);
  	  send_to_char("You are struck by your own lightning!\n\r",ch);
  	  dam = dice(level,6);
  
  	  if (CAN_DETECT(ch, ADET_GROUNDING))
  	  {
  		send_to_char("The electricity fizzles at your foes.\n\r",ch);
  		act("A lightning bolt fizzles at $N's foes.\n\r",
  			ch, NULL, ch, TO_ROOM);
  	  }
  	  else
  	  {
  	     if (saves_spell(level,ch,DAM_LIGHTNING))
  	   	dam /= 3;
  	     damage(ch,ch,dam,sn,DAM_LIGHTNING,TRUE);
  	  }
  	  level -= 4;  /* decrement damage */
  	  if (ch == NULL)
  	    return;
  	}
      /* now go back and find more targets */
      }
  }
  
  
  void spell_healing_light(int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      AFFECT_DATA af,af2;
  
      if ( is_affected_room( ch->in_room, sn ))
      {
  	send_to_char("This room has already been healed by light.\n\r",ch);
  	return;
      }
  
      af.where     = TO_ROOM_CONST;
      af.type      = sn;
      af.level     = level;
      af.duration  = level / 25;
      af.location  = APPLY_ROOM_HEAL;
      af.modifier  = level;
      af.bitvector = 0;
      affect_to_room( ch->in_room, &af );
  
      af2.where     = TO_AFFECTS;
      af2.type      = sn;
      af2.level	 = level;
      af2.duration  = level / 10;
      af2.modifier  = 0;
      af2.location  = APPLY_NONE;
      af2.bitvector = 0;
      affect_to_char( ch, &af2 );
      send_to_char( "The room starts to be filled with healing light.\n\r", ch );
      act("The room starts to be filled with $n's healing light.",ch,NULL,NULL,TO_ROOM);
      return;
  }
  
  
  
  void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      char buf[MAX_INPUT_LENGTH];
      AFFECT_DATA af;
  
      if (is_safe(ch,victim)) return;
  
      if (count_charmed(ch)) return;
  
      if ( victim == ch )
      {
  	send_to_char( "You like yourself even better!\n\r", ch );
  	return;
      }
  
      if ( IS_AFFECTED(victim, AFF_CHARM)
      ||   IS_AFFECTED(ch, AFF_CHARM)
      || ( ch->sex != SEX_FEMALE &&  level < victim->level )
      || ( ch->sex == SEX_FEMALE &&  level < ( victim->level - 2 ) )
      ||   IS_SET(victim->imm_flags,IMM_CHARM)
      ||   saves_spell( level, victim,DAM_CHARM) 
      ||   (IS_NPC(victim) && victim->pIndexData->pShop != NULL) )
  	return;
  
      if ( victim->master )
  	stop_follower( victim );
      add_follower( victim, ch );
      victim->leader = ch;
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = number_fuzzy( level / 5 );
      af.location  = 0;
      af.modifier  = 0;
      af.bitvector = AFF_CHARM;
      affect_to_char( victim, &af );
      act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
      if ( ch != victim )
  	act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR);
  
      if (IS_NPC(victim) 	&& !IS_NPC(ch) )
      {
       if (number_percent() < (4 + (victim->level - ch->level)) * 10 )
       	add_mind(victim,ch->name);
       else if (victim->in_mind == NULL)
  	{
  	 sprintf(buf,"%d",victim->in_room->vnum);
  	 victim->in_mind = str_dup( buf );
  	}
      }
      
      return;
  }
  
  
  
  void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
      int dam;
  
      dam = number_range(1,level);
      if ( !saves_spell( level, victim,DAM_COLD ) )
      {
  	act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM);
  	af.where     = TO_AFFECTS;
  	af.type      = sn;
  	af.level     = level;
  	af.duration  = 6;
  	af.location  = APPLY_STR;
  	af.modifier  = -1;
  	af.bitvector = 0;
  	affect_join( victim, &af );
      }
      else
      {
  	dam /= 2;
      }
  
      damage( ch, victim, dam, sn, DAM_COLD,TRUE );
      return;
  }
  
  
  
  void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice(level,3) + 13;
      if ( saves_spell( level, victim,DAM_LIGHT) )
  	dam /= 2;
      else
  	spell_blindness(skill_lookup("blindness"),
  	    level/2,ch,(void *) victim,TARGET_CHAR);
  
      damage( ch, victim, dam, sn, DAM_LIGHT,TRUE );
      return;
  }
  
  
  
  void spell_continual_light(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      OBJ_DATA *light;
  
      if (target_name[0] != '\0')  /* do a glow on some object */
      {
  	light = get_obj_carry(ch,target_name);
  
  	if (light == NULL)
  	{
  	    send_to_char("You don't see that here.\n\r",ch);
  	    return;
  	}
  
  	if (IS_OBJ_STAT(light,ITEM_GLOW))
  	{
  	    act("$p is already glowing.",ch,light,NULL,TO_CHAR);
  	    return;
  	}
  
  	SET_BIT(light->extra_flags,ITEM_GLOW);
  	act("$p glows with a white light.",ch,light,NULL,TO_ALL);
  	return;
      }
  
      light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 );
      obj_to_room( light, ch->in_room );
      act( "$n twiddles $s thumbs and $p appears.",   ch, light, NULL, TO_ROOM );
      act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR );
      return;
  }
  
  
  
  void spell_control_weather(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      if ( !str_cmp( target_name, "better" ) )
  	weather_info.change += dice( level / 3, 4 );
      else if ( !str_cmp( target_name, "worse" ) )
  	weather_info.change -= dice( level / 3, 4 );
      else  {
  	send_to_char ("Do you want it to get better or worse?\n\r", ch );
  	return;
      }
  
      send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *mushroom;
  
      mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
      mushroom->value[0] = level / 2;
      mushroom->value[1] = level;
      obj_to_room( mushroom, ch->in_room );
      act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
      act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
      return;
  }
  
  void spell_create_rose( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      OBJ_DATA *rose;
      rose = create_object(get_obj_index(OBJ_VNUM_ROSE), 0);
      act("$n has created a beautiful red rose.",ch,rose,NULL,TO_ROOM);
      send_to_char("You create a beautiful red rose.\n\r",ch);
      obj_to_char(rose,ch);
      return;
  }
  
  void spell_create_spring(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      OBJ_DATA *spring;
  
      spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
      spring->timer = level;
      obj_to_room( spring, ch->in_room );
      act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
      act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
      return;
  }
  
  
  
  void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      int water;
  
      if ( obj->item_type != ITEM_DRINK_CON )
      {
  	send_to_char( "It is unable to hold water.\n\r", ch );
  	return;
      }
  
      if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
      {
  	send_to_char( "It contains some other liquid.\n\r", ch );
  	return;
      }
  
      water = UMIN(
  		level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
  		obj->value[0] - obj->value[1]
  		);
  
      if ( water > 0 )
      {
  	obj->value[2] = LIQ_WATER;
  	obj->value[1] += water;
  	if ( !is_name( "water", obj->name ) )
  	{
  	    char buf[MAX_STRING_LENGTH];
  
  	    sprintf( buf, "%s water", obj->name );
  	    free_string( obj->name );
  	    obj->name = str_dup( buf );
  	}
  	act( "$p is filled.", ch, obj, NULL, TO_CHAR );
      }
  
      return;
  }
  
  
  
  void spell_cure_blindness(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
  
      if ( !is_affected( victim, gsn_blindness ) )
      {
  	if (victim == ch)
  	  send_to_char("You aren't blind.\n\r",ch);
  	else
  	  act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      if (check_dispel(level,victim,gsn_blindness))
      {
  	send_to_char( "Your vision returns!\n\r", victim );
  	act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
      }
      else
  	send_to_char("Spell failed.\n\r",ch);
  }
  
  
  
  void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int heal;
  
      heal = dice(3, 8) + level / 2 ;
      victim->hit = UMIN( victim->hit + heal, victim->max_hit );
      update_pos( victim );
      send_to_char( "You feel better!\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  /* RT added to cure plague */
  void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
  
      if ( !is_affected( victim, gsn_plague ) )
      {
  	if (victim == ch)
  	  send_to_char("You aren't ill.\n\r",ch);
  	else
  	  act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      if (check_dispel(level,victim,gsn_plague))
      {
  	send_to_char("Your sores vanish.\n\r",victim);
  	act("$n looks relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM);
      }
      else
  	send_to_char("Spell failed.\n\r",ch);
  }
  
  
  
  void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int heal;
  
      heal = dice(1, 8) + level / 4 + 5;
      victim->hit = UMIN( victim->hit + heal, victim->max_hit );
      update_pos( victim );
      send_to_char( "You feel better!\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
  
      if ( !is_affected( victim, gsn_poison ) )
      {
  	if (victim == ch)
  	  send_to_char("You aren't poisoned.\n\r",ch);
  	else
  	  act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      if (check_dispel(level,victim,gsn_poison))
      {
  	send_to_char("A warm feeling runs through your body.\n\r",victim);
  	act("$n looks much better.",victim,NULL,NULL,TO_ROOM);
      }
      else
  	send_to_char("Spell failed.\n\r",ch);
  }
  
  void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int heal;
  
      heal = dice(2, 8) + level / 3 + 10 ;
      victim->hit = UMIN( victim->hit + heal, victim->max_hit );
      update_pos( victim );
      send_to_char( "You feel better!\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim;
      OBJ_DATA *obj;
      AFFECT_DATA af;
  
      /* deal with the object case first */
      if (target == TARGET_OBJ)
      {
  	obj = (OBJ_DATA *) vo;
  
  	if (obj->wear_loc != WEAR_NONE)
  	{
  	    act("You must remove $p first.",ch,obj,NULL,TO_CHAR);
  	    return;
  	}
  
  	if (IS_OBJ_STAT(obj,ITEM_EVIL))
  	{
  	    act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR);
  	    return;
  	}
  
  	if (IS_OBJ_STAT(obj,ITEM_BLESS))
  	{
  	    AFFECT_DATA *paf;
  
  	    paf = affect_find(obj->affected,skill_lookup("bless"));
  	    if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
  	    {
  		if (paf != NULL)
  		    affect_remove_obj(obj,paf);
  		act("$p glows with a red aura.",ch,obj,NULL,TO_ALL);
  		REMOVE_BIT(obj->extra_flags,ITEM_BLESS);
  		return;
  	    }
  	    else
  	    {
  		act("The holy aura of $p is too powerful for you to overcome.",
  		    ch,obj,NULL,TO_CHAR);
  		return;
  	    }
  	}
  
  	af.where        = TO_OBJECT;
  	af.type         = sn;
  	af.level        = level;
  	af.duration     = (8 + level / 5);
  	af.location     = APPLY_SAVES;
  	af.modifier     = +1;
  	af.bitvector    = ITEM_EVIL;
  	affect_to_obj(obj,&af);
  
  	act("$p glows with a malevolent aura.",ch,obj,NULL,TO_ALL);
  	return;
      }
  
      /* character curses */
      victim = (CHAR_DATA *) vo;
  
      if (IS_AFFECTED(victim,AFF_CURSE) || saves_spell(level,victim,DAM_NEGATIVE))
  	return;
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (8 + level / 10);
      af.location  = APPLY_HITROLL;
      af.modifier  = -1 * (level / 8);
      af.bitvector = AFF_CURSE;
      affect_to_char( victim, &af );
  
      af.location  = APPLY_SAVING_SPELL;
      af.modifier  = level / 8;
      affect_to_char( victim, &af );
  
      send_to_char( "You feel unclean.\n\r", victim );
      if ( ch != victim )
  	act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR);
      return;
  }
  
  
  /* RT replacement demonfire spell */
  
  void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      if ( !IS_NPC(ch) && !IS_EVIL(ch) )
      {
  	victim = ch;
  	send_to_char("The demons turn upon you!\n\r",ch);
      }
  
      if (victim != ch)
      {
  	act("$n calls forth the demons of Hell upon $N!",
  	    ch,NULL,victim,TO_ROOM);
  	act("$n has assailed you with the demons of Hell!",
  	    ch,NULL,victim,TO_VICT);
  	send_to_char("You conjure forth the demons of hell!\n\r",ch);
      }
      dam = dice( level, 10 );
      if ( saves_spell( level, victim,DAM_NEGATIVE) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
      spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim,TARGET_CHAR);
  }
  
  /* added by chronos */
  void spell_bluefire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      if ( !IS_NPC(ch) && !IS_NEUTRAL(ch) )
      {
  	victim = ch;
  	send_to_char("Your blue fire turn upon you!\n\r",ch);
      }
  
      if (victim != ch)
      {
  	act("$n calls forth the blue fire of earth $N!",
  	    ch,NULL,victim,TO_ROOM);
  	act("$n has assailed you with the neutrals of earth!",
  	    ch,NULL,victim,TO_VICT);
  	send_to_char("You conjure forth the blue fire!\n\r",ch);
      }
  
      dam = dice( level, 10 );
      if ( saves_spell( level, victim,DAM_FIRE) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_FIRE ,TRUE);
  }
  
  
  void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( CAN_DETECT(victim, DETECT_EVIL) )
      {
  	if (victim == ch)
  	  send_to_char("You can already sense evil.\n\r",ch);
  	else
  	  act("$N can already detect evil.",ch,NULL,victim,TO_CHAR);
  	return;
      }
      af.where     = TO_DETECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = (5 + level / 3);
      af.modifier  = 0;
      af.location  = APPLY_NONE;
      af.bitvector = DETECT_EVIL;
      affect_to_char( victim, &af );
      send_to_char( "Your eyes tingle.\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( CAN_DETECT(victim, DETECT_GOOD) )
      {
  	if (victim == ch)
  	  send_to_char("You can already sense good.\n\r",ch);
  	else
  	  act("$N can already detect good.",ch,NULL,victim,TO_CHAR);
  	return;
      }
      af.where     = TO_DETECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (5 + level / 3);
      af.modifier  = 0;
      af.location  = APPLY_NONE;
      af.bitvector = DETECT_GOOD;
      affect_to_char( victim, &af );
      send_to_char( "Your eyes tingle.\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_detect_hidden(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( CAN_DETECT(victim, DETECT_HIDDEN) )
      {
  	if (victim == ch)
  	  send_to_char("You are already as alert as you can be. \n\r",ch);
  	else
  	  act("$N can already sense hidden lifeforms.",ch,NULL,victim,TO_CHAR);
  	return;
      }
      af.where     = TO_DETECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (5 + level / 3);
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = DETECT_HIDDEN;
      affect_to_char( victim, &af );
      send_to_char( "Your awareness improves.\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( CAN_DETECT(victim, DETECT_INVIS) )
      {
  	if (victim == ch)
  	  send_to_char("You can already see invisible.\n\r",ch);
  	else
  	  act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_DETECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (5 + level / 3);
      af.modifier  = 0;
      af.location  = APPLY_NONE;
      af.bitvector = DETECT_INVIS;
      affect_to_char( victim, &af );
      send_to_char( "Your eyes tingle.\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( CAN_DETECT(victim, DETECT_MAGIC) )
      {
  	if (victim == ch)
  	  send_to_char("You can already sense magical auras.\n\r",ch);
  	else
  	  act("$N can already detect magic.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_DETECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = (5 + level / 3);
      af.modifier  = 0;
      af.location  = APPLY_NONE;
      af.bitvector = DETECT_MAGIC;
      affect_to_char( victim, &af );
      send_to_char( "Your eyes tingle.\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
  
      if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
      {
  	if ( obj->value[3] != 0 )
  	    send_to_char( "You smell poisonous fumes.\n\r", ch );
  	else
  	    send_to_char( "It looks delicious.\n\r", ch );
      }
      else
      {
  	send_to_char( "It doesn't look poisoned.\n\r", ch );
      }
  
      return;
  }
  
  
  
  void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      if ( !IS_NPC(ch) && IS_EVIL(ch) )
  	victim = ch;
  
      if ( IS_GOOD(victim) )
      {
  	act( "Gods protects $N.", ch, NULL, victim, TO_ROOM );
  	return;
      }
  
      if ( IS_NEUTRAL(victim) )
      {
  	act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
  	return;
      }
  
      if (victim->hit > (ch->level * 4))
        dam = dice( level, 4 );
      else
        dam = UMAX(victim->hit, dice(level,4));
      if ( saves_spell( level, victim,DAM_HOLY) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_HOLY ,TRUE);
      return;
  }
  
  
  void spell_dispel_good( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      if ( !IS_NPC(ch) && IS_GOOD(ch) )
  	victim = ch;
  
      if ( IS_EVIL(victim) )
      {
  	act( "$N is protected by $S evil.", ch, NULL, victim, TO_ROOM );
  	return;
      }
  
      if ( IS_NEUTRAL(victim) )
      {
  	act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
  	return;
      }
  
      if (victim->hit > (ch->level * 4))
        dam = dice( level, 4 );
      else
        dam = UMAX(victim->hit, dice(level,4));
      if ( saves_spell( level, victim,DAM_NEGATIVE) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
      return;
  }
  
  
  /* modified for enhanced use */
  
  void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      bool found = FALSE;
  
      if (saves_spell(level, victim,DAM_OTHER))
      {
  	send_to_char( "You feel a brief tingling sensation.\n\r",victim);
  	send_to_char( "You failed.\n\r", ch);
  	return;
      }
  
      /* begin running through the spells */
  
      if (check_dispel(level,victim,skill_lookup("armor")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("enhanced armor")))
  	found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("bless")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("blindness")))
      {
  	found = TRUE;
  	act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
      }
  
      if (check_dispel(level,victim,skill_lookup("calm")))
      {
  	found = TRUE;
  	act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
      }
  
      if (check_dispel(level,victim,skill_lookup("change sex")))
      {
  	found = TRUE;
  	act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
      }
  
      if (check_dispel(level,victim,skill_lookup("charm person")))
      {
          found = TRUE;
          act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
      }
   
      if (check_dispel(level,victim,skill_lookup("chill touch")))
      {
          found = TRUE;
          act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
      }
  
      if (check_dispel(level,victim,skill_lookup("curse")))
          found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("detect evil")))
          found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("detect good")))
  	found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("detect hidden")))
          found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("detect invis")))
          found = TRUE;
   
          found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("detect hidden")))
          found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("detect magic")))
          found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("faerie fire")))
      {
          act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("fly")))
      {
          act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("frenzy")))
      {
          act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("giant strength")))
      {
          act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("haste")))
      {
          act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("infravision")))
          found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("invis")))
      {
          act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("mass invis")))
      {
          act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("pass door")))
          found = TRUE;
   
  
      if (check_dispel(level,victim,skill_lookup("protection evil")))
          found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("protection good")))
          found = TRUE;
   
      if (check_dispel(level,victim,skill_lookup("sanctuary")))
      {
          act("The white aura around $n's body vanishes.",
              victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
  
      if (IS_AFFECTED(victim,AFF_SANCTUARY) 
  	&& !saves_dispel(level, victim->level,-1)
  	&& !is_affected(victim,skill_lookup("sanctuary"))
  	&& !(victim->spec_fun == spec_special_guard
  		|| victim->spec_fun == spec_stalker) )
      {
  	REMOVE_BIT(victim->affected_by,AFF_SANCTUARY);
          act("The white aura around $n's body vanishes.",
              victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("shield")))
      {
          act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("sleep")))
          found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("slow")))
      {
          act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("stone skin")))
      {
          act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
          found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("weaken")))
      {
          act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
   
      if (check_dispel(level,victim,skill_lookup("shielding")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("web")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("fear")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("protection heat")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("protection cold")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("magic resistance")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("hallucination")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("terangreal")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("power word stun")))
  	found = TRUE;
  
      if (check_dispel(level,victim,skill_lookup("corruption")))
      {
  	act("$n looks healthier.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (check_dispel(level,victim,skill_lookup("web")))
      {
  	act("The webs around $n dissolve.",victim,NULL,NULL,TO_ROOM);
  	found = TRUE;
      }
  
      if (found)
          send_to_char("Ok.\n\r",ch);
      else
          send_to_char("Spell failed.\n\r",ch);
  	return;
  }
  
  void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *vch;
      CHAR_DATA *vch_next;
      OBJ_DATA *obj, *obj_next, *corpse;
  
      send_to_char( "The earth trembles beneath your feet!\n\r", ch );
      act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
  
      for ( vch = char_list; vch != NULL; vch = vch_next )
      {
  	vch_next	= vch->next;
  	if ( vch->in_room == NULL )
  	    continue;
  	if ( vch->in_room == ch->in_room )
  	{
  	    if ( vch != ch && !is_safe_spell(ch,vch,TRUE) && !is_same_group(ch, vch))
  	      if ( is_safe(ch, vch) )
  		continue;
  	    if ( ch == vch )
  		continue;
  		if (IS_AFFECTED(vch,AFF_FLYING))
  		    damage(ch,vch,0,sn,DAM_BASH,TRUE);
  		else
  		    damage( ch,vch,level + dice(2, 8), sn, DAM_BASH,TRUE);
  	    continue;
  	}
  
  	if ( vch->in_room->area == ch->in_room->area )
  	    send_to_char( "The earth trembles and shivers.\n\r", vch );
      }
  
      for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
      {
  	obj_next = obj->next_content;
  	if ( obj->pIndexData->vnum == OBJ_VNUM_GRAVE_STONE 
  		&& (corpse = obj->contains) != NULL 
  		&& number_percent() < get_skill(ch,sn) )
  	{
  		obj_from_obj( corpse );
  		REMOVE_BIT( corpse->extra_flags, ITEM_BURIED );
  		obj_to_room( corpse, ch->in_room ); 
  		extract_obj( obj );
  		corpse->timer   = number_range( 25, 40 );
  		act("The earthquake reveals $p.\n\r",ch, corpse, NULL, TO_ALL );
  	}
      }
  
      return;
  }
  
  void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      AFFECT_DATA *paf;
      int result, fail;
      int ac_bonus, added;
      bool ac_found = FALSE;
  
      if (obj->item_type != ITEM_ARMOR)
      {
  	send_to_char("That isn't an armor.\n\r",ch);
  	return;
      }
  
      if (obj->wear_loc != -1)
      {
  	send_to_char("The item must be carried to be enchanted.\n\r",ch);
  	return;
      }
  
      /* this means they have no bonus */
      ac_bonus = 0;
      fail = 25;	/* base 25% chance of failure */
  
      /* find the bonuses */
  
      if (!obj->enchanted)
  	for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
  	{
  	    if ( paf->location == APPLY_AC )
  	    {
  	    	ac_bonus = paf->modifier;
  		ac_found = TRUE;
  	    	fail += 5 * (ac_bonus * ac_bonus);
   	    }
  
  	    else  /* things get a little harder */
  	    	fail += 20;
      	}
   
      for ( paf = obj->affected; paf != NULL; paf = paf->next )
      {
  	if ( paf->location == APPLY_AC )
    	{
  	    ac_bonus = paf->modifier;
  	    ac_found = TRUE;
  	    fail += 5 * (ac_bonus * ac_bonus);
  	}
  
  	else /* things get a little harder */
  	    fail += 20;
      }
  
      /* apply other modifiers */
      fail -= level;
  
      if (IS_OBJ_STAT(obj,ITEM_BLESS))
  	fail -= 15;
      if (IS_OBJ_STAT(obj,ITEM_GLOW))
  	fail -= 5;
  
      fail = URANGE(5,fail,85);
  
      result = number_percent();
  
      /* the moment of truth */
      if (result < (fail / 5))  /* item destroyed */
      {
  	act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR);
  	act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM);
  	extract_obj(obj);
  	return;
      }
  
      if (result < (fail / 3)) /* item disenchanted */
      {
  	AFFECT_DATA *paf_next;
  
  	act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
  	act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
  	obj->enchanted = TRUE;
  
  	/* remove all affects */
  	for (paf = obj->affected; paf != NULL; paf = paf_next)
  	{
  	    paf_next = paf->next;
  	    free_affect(paf);
  	}
  	obj->affected = NULL;
  
  	/* clear all flags */
  	obj->extra_flags = 0;
  	return;
      }
  
      if ( result <= fail )  /* failed, no bad result */
      {
  	send_to_char("Nothing seemed to happen.\n\r",ch);
  	return;
      }
  
      /* okay, move all the old flags into new vectors if we have to */
      if (!obj->enchanted)
      {
  	AFFECT_DATA *af_new;
  	obj->enchanted = TRUE;
  
  	for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) 
  	{
  	    af_new = new_affect();
  	
  	    af_new->next = obj->affected;
  	    obj->affected = af_new;
  
  	    af_new->where	= paf->where;
  	    af_new->type 	= UMAX(0,paf->type);
  	    af_new->level	= paf->level;
  	    af_new->duration	= paf->duration;
  	    af_new->location	= paf->location;
  	    af_new->modifier	= paf->modifier;
  	    af_new->bitvector	= paf->bitvector;
  	}
      }
  
      if (result <= (90 - level/5))  /* success! */
      {
  	act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR);
  	act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM);
  	SET_BIT(obj->extra_flags, ITEM_MAGIC);
  	added = -1;
      }
      
      else  /* exceptional enchant */
      {
  	act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR);
  	act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM);
  	SET_BIT(obj->extra_flags,ITEM_MAGIC);
  	SET_BIT(obj->extra_flags,ITEM_GLOW);
  	added = -2;
      }
  		
      /* now add the enchantments */
  
      if (obj->level < LEVEL_HERO)
  	obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
  
      if (ac_found)
      {
  	for ( paf = obj->affected; paf != NULL; paf = paf->next)
  	{
  	    if ( paf->location == APPLY_AC)
  	    {
  		paf->type = sn;
  		paf->modifier += added;
  		paf->level = UMAX(paf->level,level);
  	    }
  	}
      }
      else /* add a new affect */
      {
   	paf = new_affect();
  
  	paf->where	= TO_OBJECT;
  	paf->type	= sn;
  	paf->level	= level;
  	paf->duration	= -1;
  	paf->location	= APPLY_AC;
  	paf->modifier	=  added;
  	paf->bitvector  = 0;
      	paf->next	= obj->affected;
      	obj->affected	= paf;
      }
  
  }
  
  
  
  
  void spell_enchant_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      AFFECT_DATA *paf;
      int result, fail;
      int hit_bonus, dam_bonus, added;
      bool hit_found = FALSE, dam_found = FALSE;
  
      if (obj->item_type != ITEM_WEAPON)
      {
  	send_to_char("That isn't a weapon.\n\r",ch);
  	return;
      }
  
      if (obj->wear_loc != -1)
      {
  	send_to_char("The item must be carried to be enchanted.\n\r",ch);
  	return;
      }
  
      /* this means they have no bonus */
      hit_bonus = 0;
      dam_bonus = 0;
      fail = 25;	/* base 25% chance of failure */
  
      /* find the bonuses */
  
      if (!obj->enchanted)
      	for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
      	{
              if ( paf->location == APPLY_HITROLL )
              {
  	    	hit_bonus = paf->modifier;
  		hit_found = TRUE;
  	    	fail += 2 * (hit_bonus * hit_bonus);
   	    }
  
  	    else if (paf->location == APPLY_DAMROLL )
  	    {
  	    	dam_bonus = paf->modifier;
  		dam_found = TRUE;
  	    	fail += 2 * (dam_bonus * dam_bonus);
  	    }
  
  	    else  /* things get a little harder */
  	    	fail += 25;
      	}
   
      for ( paf = obj->affected; paf != NULL; paf = paf->next )
      {
  	if ( paf->location == APPLY_HITROLL )
    	{
  	    hit_bonus = paf->modifier;
  	    hit_found = TRUE;
  	    fail += 2 * (hit_bonus * hit_bonus);
  	}
  
  	else if (paf->location == APPLY_DAMROLL )
    	{
  	    dam_bonus = paf->modifier;
  	    dam_found = TRUE;
  	    fail += 2 * (dam_bonus * dam_bonus);
  	}
  
  	else /* things get a little harder */
  	    fail += 25;
      }
  
      /* apply other modifiers */
      fail -= 3 * level/2;
  
      if (IS_OBJ_STAT(obj,ITEM_BLESS))
  	fail -= 15;
      if (IS_OBJ_STAT(obj,ITEM_GLOW))
  	fail -= 5;
  
      fail = URANGE(5,fail,95);
  
      result = number_percent();
  
      /* the moment of truth */
      if (result < (fail / 5))  /* item destroyed */
      {
  	act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
  	act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM);
  	extract_obj(obj);
  	return;
      }
  
      if (result < (fail / 2)) /* item disenchanted */
      {
  	AFFECT_DATA *paf_next;
  
  	act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
  	act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
  	obj->enchanted = TRUE;
  
  	/* remove all affects */
  	for (paf = obj->affected; paf != NULL; paf = paf_next)
  	{
  	    paf_next = paf->next; 
  	    free_affect(paf);
  	}
  	obj->affected = NULL;
  
  	/* clear all flags */
  	obj->extra_flags = 0;
  	return;
      }
  
      if ( result <= fail )  /* failed, no bad result */
      {
  	send_to_char("Nothing seemed to happen.\n\r",ch);
  	return;
      }
  
      /* okay, move all the old flags into new vectors if we have to */
      if (!obj->enchanted)
      {
  	AFFECT_DATA *af_new;
  	obj->enchanted = TRUE;
  
  	for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) 
  	{
  	    af_new = new_affect();
  	
  	    af_new->next = obj->affected;
  	    obj->affected = af_new;
  
  	    af_new->where	= paf->where;
  	    af_new->type 	= UMAX(0,paf->type);
  	    af_new->level	= paf->level;
  	    af_new->duration	= paf->duration;
  	    af_new->location	= paf->location;
  	    af_new->modifier	= paf->modifier;
  	    af_new->bitvector	= paf->bitvector;
  	}
      }
  
      if (result <= (100 - level/5))  /* success! */
      {
  	act("$p glows blue.",ch,obj,NULL,TO_CHAR);
  	act("$p glows blue.",ch,obj,NULL,TO_ROOM);
  	SET_BIT(obj->extra_flags, ITEM_MAGIC);
  	added = 1;
      }
      
      else  /* exceptional enchant */
      {
  	act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR);
  	act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM);
  	SET_BIT(obj->extra_flags,ITEM_MAGIC);
  	SET_BIT(obj->extra_flags,ITEM_GLOW);
  	added = 2;
      }
  		
      /* now add the enchantments */ 
  
      if (obj->level < LEVEL_HERO - 1)
  	obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
  
      if (dam_found)
      {
  	for ( paf = obj->affected; paf != NULL; paf = paf->next)
  	{
  	    if ( paf->location == APPLY_DAMROLL)
  	    {
  		paf->type = sn;
  		paf->modifier += added;
  		paf->level = UMAX(paf->level,level);
  		if (paf->modifier > 4)
  		    SET_BIT(obj->extra_flags,ITEM_HUM);
  	    }
  	}
      }
      else /* add a new affect */
      {
  	paf = new_affect();
  
  	paf->where	= TO_OBJECT;
  	paf->type	= sn;
  	paf->level	= level;
  	paf->duration	= -1;
  	paf->location	= APPLY_DAMROLL;
  	paf->modifier	=  added;
  	paf->bitvector  = 0;
      	paf->next	= obj->affected;
      	obj->affected	= paf;
      }
  
      if (hit_found)
      {
          for ( paf = obj->affected; paf != NULL; paf = paf->next)
  	{
              if ( paf->location == APPLY_HITROLL)
              {
  		paf->type = sn;
                  paf->modifier += added;
                  paf->level = UMAX(paf->level,level);
                  if (paf->modifier > 4)
                      SET_BIT(obj->extra_flags,ITEM_HUM);
              }
  	}
      }
      else /* add a new affect */
      {
          paf = new_affect();
   
          paf->type       = sn;
          paf->level      = level;
          paf->duration   = -1;
          paf->location   = APPLY_HITROLL;
          paf->modifier   =  added;
          paf->bitvector  = 0;
          paf->next       = obj->affected;
          obj->affected   = paf;
      }
  
  }
  
  
  
  /*
   * Drain XP, MANA, HP.
   * Caster gains HP.
   */
  void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      if ( saves_spell( level, victim,DAM_NEGATIVE) )
      {
  	send_to_char("You feel a momentary chill.\n\r",victim);
  	return;
      }
  
  
      if ( victim->level <= 2 )
      {
  	dam		 = ch->hit + 1;
      }
      else
      {
  	gain_exp( victim, 0 - number_range( level/5, 3 * level / 5 ) );
  	victim->mana	/= 2;
  	victim->move	/= 2;
  	dam		 = dice(1, level);
  	ch->hit		+= dam;
      }
  
      send_to_char("You feel your life slipping away!\n\r",victim);
      send_to_char("Wow....what a rush!\n\r",ch);
      damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
  
      return;
  }
  
  void spell_hellfire( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;
  
    dam = dice(level, 7);
  
    damage(ch,victim,dam,sn,DAM_FIRE, TRUE);
  
  }
  
  void spell_iceball( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *tmp_vict;
      CHAR_DATA *tmp_next;
      char buf[MAX_STRING_LENGTH];
      int dam;
      int movedam;
  
      dam = dice( level , 12);
      movedam     = number_range( ch->level, 2 * ch->level );
  
    for (tmp_vict = ch->in_room->people;tmp_vict != NULL;
         tmp_vict = tmp_next)
      {
        tmp_next = tmp_vict->next_in_room;
  
        if ( !is_safe_spell(ch,tmp_vict,TRUE))
          {
            if (!IS_NPC(ch) && tmp_vict != ch &&
                ch->fighting != tmp_vict && tmp_vict->fighting != ch &&
                (IS_SET(tmp_vict->affected_by,AFF_CHARM) || !IS_NPC(tmp_vict)))
              {
              if (!can_see(tmp_vict, ch))
                  do_yell(tmp_vict, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
  	(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(tmp_vict))? ch->doppel->name : ch->name);
                   do_yell(tmp_vict,buf);
                }
            }
  
            if (saves_spell(level,tmp_vict, DAM_COLD))
              dam /= 2;
            damage( ch, tmp_vict, dam, sn, DAM_COLD, TRUE );
            tmp_vict->move -= UMIN(tmp_vict->move,movedam);
  
          }
      }
  }
  
  void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *tmp_vict;
      CHAR_DATA *tmp_next;
      char buf[MAX_STRING_LENGTH];
      int dam;
      int movedam;
  
      dam = dice( level , 12);
      movedam     = number_range( ch->level, 2 * ch->level );
  
    for (tmp_vict = ch->in_room->people;tmp_vict != NULL;
         tmp_vict = tmp_next)
      {
        tmp_next = tmp_vict->next_in_room;
  
        if ( !is_safe_spell(ch,tmp_vict,TRUE))
          {
            if (!IS_NPC(ch) && tmp_vict != ch &&
                ch->fighting != tmp_vict && tmp_vict->fighting != ch &&
                (IS_SET(tmp_vict->affected_by,AFF_CHARM) || !IS_NPC(tmp_vict)))
              {
              if (!can_see(tmp_vict, ch))
                  do_yell(tmp_vict, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
  	(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(tmp_vict))? ch->doppel->name : ch->name);
                   do_yell(tmp_vict,buf);
                }
            }
  
            if (saves_spell(level,tmp_vict, DAM_FIRE))
              dam /= 2;
            damage( ch, tmp_vict, dam, sn, DAM_FIRE, TRUE );
            tmp_vict->move -= UMIN(tmp_vict->move,movedam);
  
          }
      }
  }
  
  
  void spell_fireproof(int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      AFFECT_DATA af;
  
      if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
      {
  	act("$p is already protected from burning.",ch,obj,NULL,TO_CHAR);
  	return;
      }
  
      af.where     = TO_OBJECT;
      af.type      = sn;
      af.level     = level;
      af.duration  = number_fuzzy(level / 4);
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = ITEM_BURN_PROOF;
  
      affect_to_obj(obj,&af);
  
      act("You protect $p from fire.",ch,obj,NULL,TO_CHAR);
      act("$p is surrounded by a protective aura.",ch,obj,NULL,TO_ROOM);
  }
  
  
  
  void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice(level, 10);
      if ( saves_spell( level, victim,DAM_FIRE) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_FIRE ,TRUE);
      return;
  }
  
  
  
  void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
  	return;
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = 10 + level / 5;
      af.location  = APPLY_AC;
      af.modifier  = 2 * level;
      af.bitvector = AFF_FAERIE_FIRE;
      affect_to_char( victim, &af );
      send_to_char( "You are surrounded by a pink outline.\n\r", victim );
      act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
      return;
  }
  
  
  
  void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *ich;
  
      act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
      send_to_char( "You conjure a cloud of purple smoke.\n\r", ch );
  
      for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
      {
  	if (ich->invis_level > 0)
  	    continue;
  
  	if ( ich == ch || saves_spell( level, ich,DAM_OTHER) )
  	    continue;
  
  	affect_strip ( ich, gsn_invis			);
  	affect_strip ( ich, gsn_mass_invis		);
  	affect_strip ( ich, gsn_imp_invis		);
  	REMOVE_BIT   ( ich->affected_by, AFF_HIDE	);
  	REMOVE_BIT   ( ich->affected_by, AFF_FADE	);
  	REMOVE_BIT   ( ich->affected_by, AFF_INVISIBLE	);
  	REMOVE_BIT   ( ich->affected_by, AFF_IMP_INVIS	);	
  
          /* An elf sneaks eternally */
          if ( IS_NPC(ich) || !IS_SET(race_table[RACE(ich)].aff,AFF_SNEAK) )
            {
              affect_strip ( ich, gsn_sneak                       );
              REMOVE_BIT   ( ich->affected_by, AFF_SNEAK  );
            }
  
  	act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
  	send_to_char( "You are revealed!\n\r", ich );
      }
  
      return;
  }
  
  void spell_floating_disc( int sn, int level,CHAR_DATA *ch,void *vo,int target )
  {
      OBJ_DATA *disc, *floating;
  
      floating = get_eq_char(ch,WEAR_FLOAT);
      if (floating != NULL && IS_OBJ_STAT(floating,ITEM_NOREMOVE))
      {
  	act("You can't remove $p.",ch,floating,NULL,TO_CHAR);
  	return;
      }
  
      disc = create_object(get_obj_index(OBJ_VNUM_DISC), 0);
      disc->value[0]	= ch->level * 10; /* 10 pounds per level capacity */
      disc->value[3]	= ch->level * 5; /* 5 pounds per level max per item */
      disc->timer		= ch->level * 2 - number_range(0,level / 2); 
  
      act("$n has created a floating black disc.",ch,NULL,NULL,TO_ROOM);
      send_to_char("You create a floating disc.\n\r",ch);
      obj_to_char(disc,ch);
      wear_obj(ch,disc,TRUE);
      return;
  }
  
  
  void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_FLYING) )
      {
  	if (victim == ch)
  	  send_to_char("You are already airborne.\n\r",ch);
  	else
  	  act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR);
  	return;
      }
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = level + 3;
      af.location  = 0;
      af.modifier  = 0;
      af.bitvector = AFF_FLYING;
      affect_to_char( victim, &af );
      send_to_char( "Your feet rise off the ground.\n\r", victim );
      act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
      return;
  }
  
  /* RT clerical berserking spell */
  
  void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK))
      {
  	if (victim == ch)
  	  send_to_char("You are already in a frenzy.\n\r",ch);
  	else
  	  act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      if (is_affected(victim,skill_lookup("calm")))
      {
  	if (victim == ch)
  	  send_to_char("Why don't you just relax for a while?\n\r",ch);
  	else
  	  act("$N doesn't look like $e wants to fight anymore.",
  	      ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      if ((IS_GOOD(ch) && !IS_GOOD(victim)) ||
  	(IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) ||
  	(IS_EVIL(ch) && !IS_EVIL(victim))
         )
      {
  	act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type 	 = sn;
      af.level	 = level;
      af.duration	 = level / 3;
      af.modifier  = level / 6;
      af.bitvector = 0;
  
      af.location  = APPLY_HITROLL;
      affect_to_char(victim,&af);
  
      af.location  = APPLY_DAMROLL;
      affect_to_char(victim,&af);
  
      af.modifier  = 10 * (level / 12);
      af.location  = APPLY_AC;
      affect_to_char(victim,&af);
  
      send_to_char("You are filled with holy wrath!\n\r",victim);
      act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM);
  }
  
  void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim;
      bool gate_pet;
  
  
      if ( ( victim = get_char_world( ch, target_name ) ) == NULL
      ||   victim == ch
      ||   victim->in_room == NULL
      ||   !can_see_room(ch,victim->in_room)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
      ||   IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
      ||   IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
      ||   victim->level >= level + 3
      ||   saves_spell(level,victim,DAM_OTHER)
  /*    ||   (!IS_NPC(victim) && victim->level >= LEVEL_HERO)  * NOT trust */
      ||   (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
      ||   (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
      ||   (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
      ||   (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
      {
  	send_to_char( "You failed.\n\r", ch );
  	return;
      }
      if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
  	gate_pet = TRUE;
      else
  	gate_pet = FALSE;
  
      act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM);
      send_to_char("You step through a gate and vanish.\n\r",ch);
      char_from_room(ch);
      char_to_room(ch,victim->in_room);
  
      act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM);
      do_look(ch,"auto");
  
      if (gate_pet)
      {
  	act("$n steps through a gate and vanishes.",ch->pet,NULL,NULL,TO_ROOM);
  	send_to_char("You step through a gate and vanish.\n\r",ch->pet);
  	char_from_room(ch->pet);
  	char_to_room(ch->pet,victim->in_room);
  	act("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM);
  	do_look(ch->pet,"auto");
      }
  }
  
  
  
  void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( is_affected( victim, sn ) )
      {
  	if (victim == ch)
  	  send_to_char("You are already as strong as you can get!\n\r",ch);
  	else
  	  act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = (10 + level / 3);
      af.location  = APPLY_STR;
      af.modifier  = UMAX(2,level / 10);
      af.bitvector = 0;
      affect_to_char( victim, &af );
      send_to_char( "Your muscles surge with heightened power!\n\r", victim );
      act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM);
      return;
  }
  
  
  
  void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = UMAX(  20, victim->hit - dice(1,4) );
      if ( saves_spell( level, victim,DAM_HARM) )
  	dam = UMIN( 50, dam / 2 );
      dam = UMIN( 100, dam );
      damage( ch, victim, dam, sn, DAM_HARM ,TRUE);
      return;
  }
  
  /* RT haste spell */
  
  void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
   
      if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE)
      ||   IS_SET(victim->off_flags,OFF_FAST))
      {
  	if (victim == ch)
  	  send_to_char("You can't move any faster!\n\r",ch);
  	else
  	  act("$N is already moving as fast as $E can.",
  	      ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      if (IS_AFFECTED(victim,AFF_SLOW))
      {
  	if (!check_dispel(level,victim,skill_lookup("slow")))
  	{
  	    if (victim != ch)
  		send_to_char("Spell failed.\n\r",ch);
  	    send_to_char("You feel momentarily faster.\n\r",victim);
  	    return;
  	}
  	act("$n is moving less slowly.",victim,NULL,NULL,TO_ROOM);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      if (victim == ch)
        af.duration  = level/2;
      else
        af.duration  = level/4;
      af.location  = APPLY_DEX;
      af.modifier  = UMAX(2,level / 12 );
      af.bitvector = AFF_HASTE;
      affect_to_char( victim, &af );
      send_to_char( "You feel yourself moving more quickly.\n\r", victim );
      act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM);
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      victim->hit = UMIN( victim->hit + 100 + level / 10, victim->max_hit );
      update_pos( victim );
      send_to_char( "A warm feeling fills your body.\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      OBJ_DATA *obj_lose, *obj_next;
      int dam = 0;
      bool fail = TRUE;
  
     if (!saves_spell(level + 2,victim,DAM_FIRE)
     &&  !IS_SET(victim->imm_flags,IMM_FIRE))
     {
  	for ( obj_lose = victim->carrying;
  	      obj_lose != NULL;
  	      obj_lose = obj_next)
  	{
  	    obj_next = obj_lose->next_content;
  	    if ( number_range(1,2 * level) > obj_lose->level
  	    &&   !saves_spell(level,victim,DAM_FIRE)
  	    &&   is_metal(obj_lose)
  	    &&   !IS_OBJ_STAT(obj_lose,ITEM_BURN_PROOF))
  	    {
  		switch ( obj_lose->item_type )
  		{
  		case ITEM_ARMOR:
  		if (obj_lose->wear_loc != -1) /* remove the item */
  		{
  		    if (can_drop_obj(victim,obj_lose)
  		    &&  (obj_lose->weight / 10) <
  			number_range(1,2 * get_curr_stat(victim,STAT_DEX))
  		    &&  remove_obj( victim, obj_lose, TRUE ))
  		    {
  			act("$n yelps and throws $p to the ground!",
  			    victim,obj_lose,NULL,TO_ROOM);
  			act("You remove and drop $p before it burns you.",
  			    victim,obj_lose,NULL,TO_CHAR);
  			dam += (number_range(1,obj_lose->level) / 3);
  			obj_from_char(obj_lose);
  			obj_to_room(obj_lose, victim->in_room);
  			fail = FALSE;
  		    }
  		    else /* stuck on the body! ouch! */
  		    {
  			act("Your skin is seared by $p!",
  			    victim,obj_lose,NULL,TO_CHAR);
  			dam += (number_range(1,obj_lose->level));
  			fail = FALSE;
  		    }
  
  		}
  		else /* drop it if we can */
  		{
  		    if (can_drop_obj(victim,obj_lose))
  		    {
  			act("$n yelps and throws $p to the ground!",
  			    victim,obj_lose,NULL,TO_ROOM);
  			act("You and drop $p before it burns you.",
  			    victim,obj_lose,NULL,TO_CHAR);
  			dam += (number_range(1,obj_lose->level) / 6);
  			obj_from_char(obj_lose);
  			obj_to_room(obj_lose, victim->in_room);
  			fail = FALSE;
  		    }
  		    else /* cannot drop */
  		    {
  			act("Your skin is seared by $p!",
  			    victim,obj_lose,NULL,TO_CHAR);
  			dam += (number_range(1,obj_lose->level) / 2);
  			fail = FALSE;
  		    }
  		}
  		break;
  		case ITEM_WEAPON:
  		if (obj_lose->wear_loc != -1) /* try to drop it */
  		{
  		    if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING))
  			continue;
  
  		    if (can_drop_obj(victim,obj_lose)
  		    &&  remove_obj(victim,obj_lose,TRUE))
  		    {
  			act("$n is burned by $p, and throws it to the ground.",
  			    victim,obj_lose,NULL,TO_ROOM);
  			send_to_char(
  			    "You throw your red-hot weapon to the ground!\n\r",
  			    victim);
  			dam += 1;
  			obj_from_char(obj_lose);
  			obj_to_room(obj_lose,victim->in_room);
  			fail = FALSE;
  		    }
  		    else /* YOWCH! */
  		    {
  			send_to_char("Your weapon sears your flesh!\n\r",
  			    victim);
  			dam += number_range(1,obj_lose->level);
  			fail = FALSE;
  		    }
  		}
  		else /* drop it if we can */
  		{
  		    if (can_drop_obj(victim,obj_lose))
  		    {
  			act("$n throws a burning hot $p to the ground!",
  			    victim,obj_lose,NULL,TO_ROOM);
  			act("You and drop $p before it burns you.",
  			    victim,obj_lose,NULL,TO_CHAR);
  			dam += (number_range(1,obj_lose->level) / 6);
  			obj_from_char(obj_lose);
  			obj_to_room(obj_lose, victim->in_room);
  			fail = FALSE;
  		    }
  		    else /* cannot drop */
  		    {
  			act("Your skin is seared by $p!",
  			    victim,obj_lose,NULL,TO_CHAR);
  			dam += (number_range(1,obj_lose->level) / 2);
  			fail = FALSE;
  		    }
  		}
  		break;
  		}
  	    }
  	}
      }
      if (fail)
      {
  	send_to_char("Your spell had no effect.\n\r", ch);
  	send_to_char("You feel momentarily warmer.\n\r",victim);
      }
      else /* damage! */
      {
  	if (saves_spell(level,victim,DAM_FIRE))
  	    dam = 2 * dam / 3;
  	damage(ch,victim,dam,sn,DAM_FIRE,TRUE);
      }
  }
  
  /* RT really nasty high-level attack spell */
  void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *vch;
      CHAR_DATA *vch_next;
      char buf[MAX_STRING_LENGTH];
      int dam;
      int bless_num, curse_num, frenzy_num;
  
      bless_num = skill_lookup("bless");
      curse_num = skill_lookup("curse");
      frenzy_num = skill_lookup("frenzy");
  
      act("$n utters a word of divine power!",ch,NULL,NULL,TO_ROOM);
      send_to_char("You utter a word of divine power.\n\r",ch);
  
      for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
      {
  	vch_next = vch->next_in_room;
  
  	if ((IS_GOOD(ch) && IS_GOOD(vch)) ||
  	    (IS_EVIL(ch) && IS_EVIL(vch)) ||
  	    (IS_NEUTRAL(ch) && IS_NEUTRAL(vch)) )
  	{
  	  send_to_char("You feel full more powerful.\n\r",vch);
  	  spell_frenzy(frenzy_num,level,ch,(void *) vch,TARGET_CHAR);
  	  spell_bless(bless_num,level,ch,(void *) vch,TARGET_CHAR);
  	}
  
  	else if ((IS_GOOD(ch) && IS_EVIL(vch)) ||
  		 (IS_EVIL(ch) && IS_GOOD(vch)) )
  	{
            if (!is_safe_spell(ch,vch,TRUE))
            {
              if (!IS_NPC(ch) && vch != ch &&
                  ch->fighting != vch && vch->fighting != ch &&
                  (IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
                {
              if (!can_see(vch, ch))
                  do_yell(vch, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
                      (is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
                       ch->doppel->name : ch->name);
                   do_yell(vch,buf);
                }
            }
  
              spell_curse(curse_num,level,ch,(void *) vch, TARGET_CHAR);
              send_to_char("You are struck down!\n\r",vch);
              dam = dice(level,6);
              damage(ch,vch,dam,sn,DAM_ENERGY, TRUE);
            }
          }
  
  	else if (IS_NEUTRAL(ch))
  	{
            if (!is_safe_spell(ch,vch,TRUE))
            {
              if (!IS_NPC(ch) && vch != ch &&
                  ch->fighting != vch && vch->fighting != ch &&
                  (IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
                {
              if (!can_see(vch, ch))
                  do_yell(vch, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
                      (is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
                       ch->doppel->name : ch->name);
                   do_yell(vch,buf);
                }
            }
  
              spell_curse(curse_num,level/2,ch,(void *) vch, TARGET_CHAR);
              send_to_char("You are struck down!\n\r",vch);
              dam = dice(level,4);
              damage(ch,vch,dam,sn,DAM_ENERGY, TRUE);
  	  }
  	}
      }
  
      send_to_char("You feel drained.\n\r",ch);
      gain_exp( ch, -1 * number_range(1,10) * 5);
      ch->move /= (4/3);
      ch->hit /= (4/3);
  }
  
  void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      char buf[MAX_STRING_LENGTH];
      AFFECT_DATA *paf;
  
      sprintf( buf,
  	"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r",
  
  	obj->name,
  	item_type_name( obj ),
  	extra_bit_name( obj->extra_flags ),
  	obj->weight / 10,
  	obj->cost,
  	obj->level
  	);
      send_to_char( buf, ch );
  
  	    if ( obj->pIndexData->limit != -1 )
  		{
  		 sprintf(buf,
  	"This equipment has been LIMITED by number %d \n\r", 
  				obj->pIndexData->limit);
  	 send_to_char(buf,ch);
  		}
  
      switch ( obj->item_type )
      {
      case ITEM_SCROLL:
      case ITEM_POTION:
      case ITEM_PILL:
  	sprintf( buf, "Level %d spells of:", obj->value[0] );
  	send_to_char( buf, ch );
  
  	if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
  	{
  	    send_to_char( " '", ch );
  	    send_to_char( skill_table[obj->value[1]].name, ch );
  	    send_to_char( "'", ch );
  	}
  
  	if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
  	{
  	    send_to_char( " '", ch );
  	    send_to_char( skill_table[obj->value[2]].name, ch );
  	    send_to_char( "'", ch );
  	}
  
  	if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
  	{
  	    send_to_char( " '", ch );
  	    send_to_char( skill_table[obj->value[3]].name, ch );
  	    send_to_char( "'", ch );
  	}
  
  	if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL)
  	{
  	    send_to_char(" '",ch);
  	    send_to_char(skill_table[obj->value[4]].name,ch);
  	    send_to_char("'",ch);
  	}
  
  	send_to_char( ".\n\r", ch );
  	break;
  
      case ITEM_WAND: 
      case ITEM_STAFF: 
  	sprintf( buf, "Has %d charges of level %d",
  	    obj->value[2], obj->value[0] );
  	send_to_char( buf, ch );
        
  	if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
  	{
  	    send_to_char( " '", ch );
  	    send_to_char( skill_table[obj->value[3]].name, ch );
  	    send_to_char( "'", ch );
  	}
  
  	send_to_char( ".\n\r", ch );
  	break;
  
      case ITEM_DRINK_CON:
          sprintf(buf,"It holds %s-colored %s.\n\r",
  	    liq_table[obj->value[2]].liq_color,
              liq_table[obj->value[2]].liq_name);
          send_to_char(buf,ch);
          break;
  
      case ITEM_CONTAINER:
  	sprintf(buf,"Capacity: %d#  Maximum weight: %d#  flags: %s\n\r",
  	    obj->value[0], obj->value[3], cont_bit_name(obj->value[1]));
  	send_to_char(buf,ch);
  	if (obj->value[4] != 100)
  	{
  	    sprintf(buf,"Weight multiplier: %d%%\n\r",
  		obj->value[4]);
  	    send_to_char(buf,ch);
  	}
  	break;
  		
      case ITEM_WEAPON:
   	send_to_char("Weapon type is ",ch);
  	switch (obj->value[0])
  	{
  	    case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch);	break;
  	    case(WEAPON_SWORD)  : send_to_char("sword.\n\r",ch);	break;	
  	    case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch);	break;
  	    case(WEAPON_SPEAR)	: send_to_char("spear/staff.\n\r",ch);	break;
  	    case(WEAPON_MACE) 	: send_to_char("mace/club.\n\r",ch);	break;
  	    case(WEAPON_AXE)	: send_to_char("axe.\n\r",ch);		break;
  	    case(WEAPON_FLAIL)	: send_to_char("flail.\n\r",ch);	break;
  	    case(WEAPON_WHIP)	: send_to_char("whip.\n\r",ch);		break;
  	    case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch);	break;
  	    case(WEAPON_BOW)	: send_to_char("bow.\n\r",ch);		break;
  	    case(WEAPON_ARROW)	: send_to_char("arrow.\n\r",ch);	break;
  	    case(WEAPON_LANCE)	: send_to_char("lance.\n\r",ch);	break;
  	    default		: send_to_char("unknown.\n\r",ch);	break;
   	}
  	if (obj->pIndexData->new_format)
  	    sprintf(buf,"Damage is %dd%d (average %d).\n\r",
  		obj->value[1],obj->value[2],
  		(1 + obj->value[2]) * obj->value[1] / 2);
  	else
  	    sprintf( buf, "Damage is %d to %d (average %d).\n\r",
  	    	obj->value[1], obj->value[2],
  	    	( obj->value[1] + obj->value[2] ) / 2 );
  	send_to_char( buf, ch );
          if (obj->value[4])  /* weapon flags */
          {
              sprintf(buf,"Weapons flags: %s\n\r",weapon_bit_name(obj->value[4]));
              send_to_char(buf,ch);
  	}
  	break;
  
      case ITEM_ARMOR:
  	sprintf( buf, 
  	"Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r", 
  	    obj->value[0], obj->value[1], obj->value[2], obj->value[3] );
  	send_to_char( buf, ch );
  	break;
      }
  
      if (!obj->enchanted)
      for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
      {
  	if ( paf->location != APPLY_NONE && paf->modifier != 0 )
  	{
  	    sprintf( buf, "Affects %s by %d.\n\r",
  		affect_loc_name( paf->location ), paf->modifier );
  	    send_to_char(buf,ch);
              if (paf->bitvector)
  	    {
                  switch(paf->where)
                  {
                      case TO_AFFECTS:
                          sprintf(buf,"Adds %s affect.\n",
                              affect_bit_name(paf->bitvector));
                          break;
                      case TO_OBJECT:
                          sprintf(buf,"Adds %s object flag.\n",
                              extra_bit_name(paf->bitvector));
                          break;
                      case TO_IMMUNE:
                          sprintf(buf,"Adds immunity to %s.\n",
                              imm_bit_name(paf->bitvector));
                          break;
  		    case TO_RESIST:
                          sprintf(buf,"Adds resistance to %s.\n\r",
                              imm_bit_name(paf->bitvector));
                          break;
                      case TO_VULN:
  			sprintf(buf,"Adds vulnerability to %s.\n\r",
                              imm_bit_name(paf->bitvector));
                          break;
                      case TO_DETECTS:
  			sprintf(buf,"Adds %s detection.\n\r",
                              detect_bit_name(paf->bitvector));
                          break;
                      default:
                          sprintf(buf,"Unknown bit %d: %d\n\r",
                              paf->where,paf->bitvector);
                          break;
                  }
  	        send_to_char( buf, ch );
  	    }
  	}
      }
  
      for ( paf = obj->affected; paf != NULL; paf = paf->next )
      {
  	if ( paf->location != APPLY_NONE && paf->modifier != 0 )
  	{
  	    sprintf( buf, "Affects %s by %d",
  	    	affect_loc_name( paf->location ), paf->modifier );
  	    send_to_char( buf, ch );
  	    if ( paf->duration > -1)
                  sprintf(buf,", %d hours.\n\r",paf->duration);
              else
                  sprintf(buf,".\n\r");
  	    send_to_char(buf,ch);
  
              if (paf->bitvector)
              {
                  switch(paf->where)
                  {
                      case TO_AFFECTS:
                          sprintf(buf,"Adds %s affect.\n",
                              affect_bit_name(paf->bitvector));
                          break;
                      case TO_OBJECT:
                          sprintf(buf,"Adds %s object flag.\n",
  			    extra_bit_name(paf->bitvector));
                          break;
  		    case TO_WEAPON:
  			sprintf(buf,"Adds %s weapon flags.\n",
  			    weapon_bit_name(paf->bitvector));
  			break;
                      case TO_IMMUNE:
                          sprintf(buf,"Adds immunity to %s.\n",
                              imm_bit_name(paf->bitvector));
                          break;
                      case TO_RESIST:
                          sprintf(buf,"Adds resistance to %s.\n\r",
                              imm_bit_name(paf->bitvector));
                          break;
                      case TO_VULN:
                          sprintf(buf,"Adds vulnerability to %s.\n\r",
                              imm_bit_name(paf->bitvector));
                          break;
                      case TO_DETECTS:
                          sprintf(buf,"Adds %s detection.\n\r",
                              detect_bit_name(paf->bitvector));
                          break;
                      default:
                          sprintf(buf,"Unknown bit %d: %d\n\r",
  			    paf->where,paf->bitvector);
                          break;
                  }
                  send_to_char(buf,ch);
              }
  	}
      }
  
      return;
  }
  
  
  
  void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_INFRARED) )
      {
  	if (victim == ch)
  	  send_to_char("You can already see in the dark.\n\r",ch);
  	else
  	  act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR);
  	return;
      }
      act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
  
      af.where	 = TO_AFFECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = 2 * level;
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = AFF_INFRARED;
      affect_to_char( victim, &af );
      send_to_char( "Your eyes glow red.\n\r", victim );
      return;
  }
  
  
  
  void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim;
      OBJ_DATA *obj;
      AFFECT_DATA af;
  
      /* object invisibility */
      if (target == TARGET_OBJ)
      {
  	obj = (OBJ_DATA *) vo;
  
  	if (IS_OBJ_STAT(obj,ITEM_INVIS))
  	{
  	    act("$p is already invisible.",ch,obj,NULL,TO_CHAR);
  	    return;
  	}
  
  	af.where	= TO_OBJECT;
  	af.type		= sn;
  	af.level	= level;
  	af.duration	= level / 4 + 12;
  	af.location	= APPLY_NONE;
  	af.modifier	= 0;
  	af.bitvector	= ITEM_INVIS;
  	affect_to_obj(obj,&af);
  
  	act("$p fades out of sight.",ch,obj,NULL,TO_ALL);
  	return;
      }
  
      /* character invisibility */
      victim = (CHAR_DATA *) vo;
  
      if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
  	return;
  
      act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (level / 8 + 10);
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = AFF_INVISIBLE;
      affect_to_char( victim, &af );
      send_to_char( "You fade out of existence.\n\r", victim );
      return;
  }
  
  
  
  void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      char *msg;
  
  	 if ( IS_GOOD(victim) ) msg = "$N has a pure and good aura.";
      else if ( IS_NEUTRAL(victim) ) msg = "$N act as no align.";
      else msg = "$N is the embodiment of pure evil!.";
  
      act( msg, ch, NULL, victim, TO_CHAR );
  
      if (!IS_NPC(victim)) 
      {
       if (victim->ethos == 1)		msg = "$N upholds the laws.";
       else if (victim->ethos == 2) 	msg = "$N seems ambivalent to society.";
       else if (victim->ethos == 3) 	msg = "$N seems very chaotic.";
       else msg = "$N doesn't know where they stand on the laws.";
       act( msg, ch, NULL, victim, TO_CHAR);
      }
      return;
  }
  
  
  
  void spell_lightning_bolt(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      if (CAN_DETECT(victim, ADET_GROUNDING))
      {
  	send_to_char("The electricity fizzles at your foes.\n\r",victim);
  	act("A lightning bolt fizzles at $N's foes.\n\r",
  		ch, NULL, victim, TO_ROOM);
  	return;
      }
      dam = dice(level,4) + 12;
      if ( saves_spell( level, victim,DAM_LIGHTNING) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
      return;
  }
  
  
  
  void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      char buf[MAX_INPUT_LENGTH];
      BUFFER *buffer;
      OBJ_DATA *obj;
      OBJ_DATA *in_obj;
      bool found;
      int number = 0, max_found;
  
      found = FALSE;
      number = 0;
      max_found = IS_IMMORTAL(ch) ? 200 : 2 * level;
  
      buffer = new_buf();
  
      for ( obj = object_list; obj != NULL; obj = obj->next )
      {
  	if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name )
  	||   IS_OBJ_STAT(obj,ITEM_NOLOCATE) || number_percent() > 2 * level
  	||   ch->level < obj->level)
  	    continue;
  
  	found = TRUE;
  	number++;
  
  	for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
  	    ;
  
  	if ( in_obj->carried_by != NULL && can_see(ch,in_obj->carried_by))
  	{
  	    sprintf( buf, "one is carried by %s\n\r",
  		PERS(in_obj->carried_by, ch) );
  	}
  	else
  	{
  	    if (IS_IMMORTAL(ch) && in_obj->in_room != NULL)
  		sprintf( buf, "one is in %s [Room %d]\n\r",
  		    in_obj->in_room->name, in_obj->in_room->vnum);
  	    else
  		sprintf( buf, "one is in %s\n\r",
  		    in_obj->in_room == NULL
  			? "somewhere" : in_obj->in_room->name );
  	}
  
  	buf[0] = UPPER(buf[0]);
  	add_buf(buffer,buf);
  
  	if (number >= max_found)
  	    break;
      }
  
      if ( !found )
  	send_to_char( "Nothing like that in heaven or earth.\n\r", ch );
      else
  	page_to_char(buf_string(buffer),ch);
  
      free_buf(buffer);
  
      return;
  }
  
  
  
  void spell_magic_missile( int sn, int level, CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
  
      static const sh_int dam_each[] =
      {
  	 0,
  	 3,  3,  4,  4,  5,	 6,  6,  6,  6,  6,
  	 7,  7,  7,  7,  7,	 8,  8,  8,  8,  8,
  	 9,  9,  9,  9,  9,	10, 10, 10, 10, 10,
  	11, 11, 11, 11, 11,	12, 12, 12, 12, 12,
  	13, 13, 13, 13, 13,	14, 14, 14, 14, 14
      };
  
      int dam;
  
      if ( is_affected( ch, 67 ) )  {
  	if ( ch->level > 4 )  {
  	  send_to_char( "Your magic missiles fizzle out near your victim.\n\r", ch );
            act( "Your shield blocks $N's magic missiles.", victim, NULL, ch, TO_CHAR);
          }
  	else  {
  	  send_to_char( "Your magic missile fizzle out near your victim.\n\r", ch );
            act( "Your shield blocks $N's magic missile.", victim, NULL, ch, TO_CHAR);
  	}
  	return;
      }
  
    
      level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
      level	= UMAX(0, level);
  	if (ch->level > 50)
      dam		= level / 4;
  	else
      dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
  
      if ( saves_spell( level, victim,DAM_ENERGY) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
      if ( ch->level > 4 )  {
        dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
        if ( saves_spell( level, victim,DAM_ENERGY) )
    	  dam /= 2;
        damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
      }
      if ( ch->level > 8 )  {
        dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
        if ( saves_spell( level, victim,DAM_ENERGY) )
    	  dam /= 2;
        damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
      }
      if ( ch->level > 12 )  {
        dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
        if ( saves_spell( level, victim,DAM_ENERGY) )
    	  dam /= 2;
        damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
      }
      if ( ch->level > 16 )  {
        dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
        if ( saves_spell( level, victim,DAM_ENERGY) )
    	  dam /= 2;
        damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
      }
  
      return;
  }
  
  void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo, int target)
  {
      CHAR_DATA *gch;
      int heal_num, refresh_num;
  
      heal_num = skill_lookup("heal");
      refresh_num = skill_lookup("refresh");
  
      for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
      {
  	if ((IS_NPC(ch) && IS_NPC(gch)) ||
  	    (!IS_NPC(ch) && !IS_NPC(gch)))
  	{
  	    spell_heal(heal_num,level,ch,(void *) gch,TARGET_CHAR);
  	    spell_refresh(refresh_num,level,ch,(void *) gch,TARGET_CHAR);
  	}
      }
  }
  
  
  void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      AFFECT_DATA af;
      CHAR_DATA *gch;
  
      for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
      {
  	if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) )
  	    continue;
  	act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
  	send_to_char( "You slowly fade out of existence.\n\r", gch );
  
  	af.where     = TO_AFFECTS;
  	af.type      = sn;
  	af.level     = level/2;
  	af.duration  = 24;
  	af.location  = APPLY_NONE;
  	af.modifier  = 0;
  	af.bitvector = AFF_INVISIBLE;
  	affect_to_char( gch, &af );
      }
      send_to_char( "Ok.\n\r", ch );
  
      return;
  }
  
  
  
  void spell_null( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      send_to_char( "That's not a spell!\n\r", ch );
      return;
  }
  
  
  
  void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
      {
  	if (victim == ch)
  	  send_to_char("You are already out of phase.\n\r",ch);
  	else
  	  act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = number_fuzzy( level / 4 );
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = AFF_PASS_DOOR;
      affect_to_char( victim, &af );
      act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
      send_to_char( "You turn translucent.\n\r", victim );
      return;
  }
  
  /* RT plague spell, very nasty */
  
  void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if (saves_spell(level,victim,DAM_DISEASE) ||
  	(IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)))
      {
  	if (ch == victim)
  	  send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
  	else
  	  act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type 	 = sn;
      af.level	 = level * 3/4;
      af.duration  = (10 + level / 10);
      af.location  = APPLY_STR;
      af.modifier  = -1 * UMAX(1,3 + level / 15); 
      af.bitvector = AFF_PLAGUE;
      affect_join(victim,&af);
  
      send_to_char
        ("You scream in agony as plague sores erupt from your skin.\n\r",victim);
      act("$n screams in agony as plague sores erupt from $s skin.",
  	victim,NULL,NULL,TO_ROOM);
  }
  
  void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim;
      OBJ_DATA *obj;
      AFFECT_DATA af;
  
  
      if (target == TARGET_OBJ)
      {
  	obj = (OBJ_DATA *) vo;
  
  	if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
  	{
  	    if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
  	    {
  		act("Your spell fails to corrupt $p.",ch,obj,NULL,TO_CHAR);
  		return;
  	    }
  	    obj->value[3] = 1;
  	    act("$p is infused with poisonous vapors.",ch,obj,NULL,TO_ALL);
  	    return;
  	}
  
  	if (obj->item_type == ITEM_WEAPON)
  	{
  	    if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
  	    ||  IS_WEAPON_STAT(obj,WEAPON_FROST)
  	    ||  IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
  	    ||  IS_WEAPON_STAT(obj,WEAPON_SHARP)
  	    ||  IS_WEAPON_STAT(obj,WEAPON_VORPAL)
  	    ||  IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
  	    ||  IS_WEAPON_STAT(obj,WEAPON_HOLY)
  	    ||  IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
  	    {
  		act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
  		return;
  	    }
  
  	    if (IS_WEAPON_STAT(obj,WEAPON_POISON))
  	    {
  		act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
  		return;
  	    }
  
  	    af.where	 = TO_WEAPON;
  	    af.type	 = sn;
  	    af.level	 = level / 2;
  	    af.duration	 = level/8;
  	    af.location	 = 0;
  	    af.modifier	 = 0;
  	    af.bitvector = WEAPON_POISON;
  	    affect_to_obj(obj,&af);
  
  	    act("$p is coated with deadly venom.",ch,obj,NULL,TO_ALL);
  	    return;
  	}
  
  	act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
  	return;
      }
  
      victim = (CHAR_DATA *) vo;
  
      if ( saves_spell( level, victim,DAM_POISON) )
      {
  	act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM);
  	send_to_char("You feel momentarily ill, but it passes.\n\r",victim);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (10 + level / 10);
      af.location  = APPLY_STR;
      af.modifier  = -2;
      af.bitvector = AFF_POISON;
      affect_join( victim, &af );
      send_to_char( "You feel very sick.\n\r", victim );
      act("$n looks very ill.",victim,NULL,NULL,TO_ROOM);
      return;
  }
  
  
  
  void spell_protection_evil(int sn,int level,CHAR_DATA *ch,void *vo, int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_PROTECT_EVIL) 
      ||   IS_AFFECTED(victim, AFF_PROTECT_GOOD))
      {
  	if (victim == ch)
  	  send_to_char("You are already protected.\n\r",ch);
  	else
  	  act("$N is already protected.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (10 + level / 5);
      af.location  = APPLY_SAVING_SPELL;
      af.modifier  = -1;
      af.bitvector = AFF_PROTECT_EVIL;
      affect_to_char( victim, &af );
      send_to_char( "You feel holy and pure.\n\r", victim );
      if ( ch != victim )
  	act("$N is protected from evil.",ch,NULL,victim,TO_CHAR);
      return;
  }
  
  void spell_protection_good(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD)
      ||   IS_AFFECTED(victim, AFF_PROTECT_EVIL))
      {
  	if (victim == ch)
  	  send_to_char("You are already protected.\n\r",ch);
  	else
  	  act("$N is already protected.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (10 + level / 5);
      af.location  = APPLY_SAVING_SPELL;
      af.modifier  = -1;
      af.bitvector = AFF_PROTECT_GOOD;
      affect_to_char( victim, &af );
      send_to_char( "You feel aligned with darkness.\n\r", victim );
      if ( ch != victim )
  	act("$N is protected from good.",ch,NULL,victim,TO_CHAR);
      return;
  }
  
  
  void spell_ray_of_truth (int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam, align;
  
      if (IS_EVIL(ch) )
      {
  	victim = ch;
  	send_to_char("The energy explodes inside you!\n\r",ch);
      }
  
      if (victim != ch)
      {
  	act("$n raises $s hand, and a blinding ray of light shoots forth!",
  	    ch,NULL,NULL,TO_ROOM);
  	send_to_char(
  	   "You raise your hand and a blinding ray of light shoots forth!\n\r",
  	   ch);
      }
  
      if (IS_GOOD(victim))
      {
  	act("$n seems unharmed by the light.",victim,NULL,victim,TO_ROOM);
  	send_to_char("The light seems powerless to affect you.\n\r",victim);
  	return;
      }
  
      dam = dice( level, 10 );
      if ( saves_spell( level, victim,DAM_HOLY) )
  	dam /= 2;
  
      align = victim->alignment;
      align -= 350;
  
      if (align < -1000)
  	align = -1000 + (align + 1000) / 3;
  
      dam = (dam * align * align) / 1000000;
  
      damage( ch, victim, dam, sn, DAM_HOLY ,TRUE);
      spell_blindness(gsn_blindness,
  	3 * level / 4, ch, (void *) victim,TARGET_CHAR);
  }
  
  
  void spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      int chance, percent;
  
      if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF)
      {
  	send_to_char("That item does not carry charges.\n\r",ch);
  	return;
      }
  
      if (obj->value[3] >= 3 * level / 2)
      {
  	send_to_char("Your skills are not great enough for that.\n\r",ch);
  	return;
      }
  
      if (obj->value[1] == 0)
      {
  	send_to_char("That item has already been recharged once.\n\r",ch);
  	return;
      }
  
      chance = 40 + 2 * level;
  
      chance -= obj->value[3]; /* harder to do high-level spells */
      chance -= (obj->value[1] - obj->value[2]) *
  	      (obj->value[1] - obj->value[2]);
  
      chance = UMAX(level/2,chance);
  
      percent = number_percent();
  
      if (percent < chance / 2)
      {
  	act("$p glows softly.",ch,obj,NULL,TO_CHAR);
  	act("$p glows softly.",ch,obj,NULL,TO_ROOM);
  	obj->value[2] = UMAX(obj->value[1],obj->value[2]);
  	obj->value[1] = 0;
  	return;
      }
  
      else if (percent <= chance)
      {
  	int chargeback,chargemax;
  
  	act("$p glows softly.",ch,obj,NULL,TO_CHAR);
  	act("$p glows softly.",ch,obj,NULL,TO_CHAR);
  
  	chargemax = obj->value[1] - obj->value[2];
  
  	if (chargemax > 0)
  	    chargeback = UMAX(1,chargemax * percent / 100);
  	else
  	    chargeback = 0;
  
  	obj->value[2] += chargeback;
  	obj->value[1] = 0;
  	return;
      }
  
      else if (percent <= UMIN(95, 3 * chance / 2))
      {
  	send_to_char("Nothing seems to happen.\n\r",ch);
  	if (obj->value[1] > 1)
  	    obj->value[1]--;
  	return;
      }
  
      else /* whoops! */
      {
  	act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR);
  	act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM);
  	extract_obj(obj);
      }
  }
  
  void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      victim->move = UMIN( victim->move + level, victim->max_move );
      if (victim->max_move == victim->move)
  	send_to_char("You feel fully refreshed!\n\r",victim);
      else
  	send_to_char( "You feel less tired.\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim;
      OBJ_DATA *obj;
      bool found = FALSE;
  
      /* do object cases first */
      if (target == TARGET_OBJ)
      {
  	obj = (OBJ_DATA *) vo;
  
  	if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
  	{
  	    if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE)
  	    &&  !saves_dispel(level + 2,obj->level,0))
  	    {
  		REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
  		REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
  		act("$p glows blue.",ch,obj,NULL,TO_ALL);
  		return;
  	    }
  
  	    act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR);
  	    return;
  	}
  	else  {
  	  send_to_char( "Nothing happens...\n\r", ch );
  	  return;
  	}
      }
  
      /* characters */
      victim = (CHAR_DATA *) vo;
  
      if (check_dispel(level,victim,gsn_curse))
      {
  	send_to_char("You feel better.\n\r",victim);
  	act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM);
      }
  
     for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content)
     {
  	if ((IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
  	&&  !IS_OBJ_STAT(obj,ITEM_NOUNCURSE))
  	{   /* attempt to remove curse */
  	    if (!saves_dispel(level,obj->level,0))
  	    {
  		found = TRUE;
  		REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
  		REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
  		act("Your $p glows blue.",victim,obj,NULL,TO_CHAR);
  		act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM);
  	    }
  	 }
      }
  }
  
  void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
      {
  	if (victim == ch)
  	  send_to_char("You are already in sanctuary.\n\r",ch);
  	else
  	  act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = level / 6;
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = AFF_SANCTUARY;
      affect_to_char( victim, &af );
      act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
      send_to_char( "You are surrounded by a white aura.\n\r", victim );
      return;
  }
  
  
  
  void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( is_affected( victim, sn ) )
      {
  	if (victim == ch)
  	  send_to_char("You are already shielded from harm.\n\r",ch);
  	else
  	  act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (8 + level / 3);
      af.location  = APPLY_AC;
      af.modifier  = -1 * UMAX(20,10 + level / 3); /* af.modifier  = -20;*/
      af.bitvector = 0;
      affect_to_char( victim, &af );
      act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
      send_to_char( "You are surrounded by a force shield.\n\r", victim );
      return;
  }
  
  
  
  void spell_shocking_grasp(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
  
      static const int dam_each[] =
      {
  	 6,
  	 8,  10,  12,  14,  16,	 18, 20, 25, 29, 33,
  	36, 39, 39, 39, 40,	40, 41, 41, 42, 42,
  	43, 43, 44, 44, 45,	45, 46, 46, 47, 47,
  	48, 48, 49, 49, 50,	50, 51, 51, 52, 52,
  	53, 53, 54, 54, 55,	55, 56, 56, 57, 57
      };
  
      int dam;
  
      level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
      level	= UMAX(0, level);
  	if (ch->level > 50)
      dam 	= level / 2 ;
  	else
      dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
      if ( saves_spell( level, victim,DAM_LIGHTNING) )
  	dam /= 2;
      damage( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
      return;
  }
  
  
  
  void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( IS_AFFECTED(victim, AFF_SLEEP)
      ||   (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))
      ||   level < victim->level
      ||   saves_spell( level-4, victim,DAM_CHARM) )
  	return;
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = 1 + level/10;
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = AFF_SLEEP;
      affect_join( victim, &af );
  
      if ( IS_AWAKE(victim) )
      {
  	send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
  	act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
  	victim->position = POS_SLEEPING;
      }
      return;
  }
  
  void spell_slow( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_SLOW))
      {
  	if (victim == ch)
  	  send_to_char("You can't move any slower!\n\r",ch);
  	else
  	  act("$N can't get any slower than that.",
  	      ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      if (saves_spell(level,victim,DAM_OTHER)
      ||  IS_SET(victim->imm_flags,IMM_MAGIC))
      {
  	if (victim != ch)
  	    send_to_char("Nothing seemed to happen.\n\r",ch);
  	send_to_char("You feel momentarily lethargic.\n\r",victim);
  	return;
      }
  
      if (IS_AFFECTED(victim,AFF_HASTE))
      {
  	if (!check_dispel(level,victim,skill_lookup("haste")))
  	{
  	    if (victim != ch)
  		send_to_char("Spell failed.\n\r",ch);
  	    send_to_char("You feel momentarily slower.\n\r",victim);
  	    return;
  	}
  
  	act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM);
  	return;
      }
  
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (4 + level / 12);
      af.location  = APPLY_DEX;
      af.modifier  = - UMAX(2,level / 12);
      af.bitvector = AFF_SLOW;
      affect_to_char( victim, &af );
      send_to_char( "You feel yourself slowing d o w n...\n\r", victim );
      act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM);
      return;
  }
  
  
  
  
  void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( is_affected( ch, sn ) )
      {
  	if (victim == ch)
  	  send_to_char("Your skin is already as hard as a rock.\n\r",ch);
  	else
  	  act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (10 + level / 5);
      af.location  = APPLY_AC;
      af.modifier  = -1 * UMAX(40,20 + level / 2);  /*af.modifier=-40;*/ 
      af.bitvector = 0;
      affect_to_char( victim, &af );
      act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
      send_to_char( "Your skin turns to stone.\n\r", victim );
      return;
  }
  
  
  
  void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim;
      char buf[MAX_INPUT_LENGTH];
  
      if ( ( victim = get_char_world( ch, target_name ) ) == NULL
      ||   victim == ch
      ||   victim->in_room == NULL
      ||   IS_SET(ch->in_room->room_flags, ROOM_SAFE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
      ||   IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
      ||   IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
      ||   (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
      ||   victim->level >= level + 3
      ||   (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL)
      ||   victim->fighting != NULL
      ||   (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
      ||	 (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
      ||   (!IS_NPC(victim) && is_safe_nomessage(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON))
      ||   (saves_spell( level, victim,DAM_OTHER))
      ||   (ch->in_room->area != victim->in_room->area && !IS_NPC(victim))
      ||   (victim->in_room->exit[0] == NULL &&
            victim->in_room->exit[1] == NULL &&
            victim->in_room->exit[2] == NULL &&
            victim->in_room->exit[3] == NULL &&
            victim->in_room->exit[4] == NULL && victim->in_room->exit[5] == NULL) )
      {
  	send_to_char( "You failed.\n\r", ch );
  	return;
      }
  
      if (IS_NPC(victim) && victim->in_mind == NULL)
  	{
  	 sprintf(buf,"%d",victim->in_room->vnum);
  	 victim->in_mind = str_dup( buf );
  	}
  
      act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
      char_from_room( victim );
      char_to_room( victim, ch->in_room );
      act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
      act( "$n has summoned you!", ch, NULL, victim,   TO_VICT );
      do_look( victim, "auto" );
      return;
  }
  
  
  
  void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      ROOM_INDEX_DATA *pRoomIndex;
  
      if (!IS_NPC(ch)) victim = ch;
  
      if ( victim->in_room == NULL
      ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
      || ( victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON))
      || ( !IS_NPC(ch) && victim->fighting != NULL )
      || ( victim != ch
      && ( saves_spell( level - 5, victim,DAM_OTHER))))
      {
  	send_to_char( "You failed.\n\r", ch );
  	return;
      }
  
      pRoomIndex = get_random_room(victim);
  
      if (victim != ch)
  	send_to_char("You have been teleported!\n\r",victim);
  
      act( "$n vanishes!", victim, NULL, NULL, TO_ROOM );
      char_from_room( victim );
      char_to_room( victim, pRoomIndex );
      act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
      do_look( victim, "auto" );
      return;
  }
  
  
  
  void spell_ventriloquate( int sn, int level, CHAR_DATA *ch,void *vo,int target)
  {
      char buf1[MAX_STRING_LENGTH];
      char buf2[MAX_STRING_LENGTH];
      char speaker[MAX_INPUT_LENGTH];
      CHAR_DATA *vch;
  
      target_name = one_argument( target_name, speaker );
  
      sprintf( buf1, "%s says '%s'.\n\r",              speaker, target_name );
      sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
      buf1[0] = UPPER(buf1[0]);
  
      for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
      {
  	if ( !is_name( speaker, vch->name ) )
  	    send_to_char( saves_spell(level,vch,DAM_OTHER) ? buf2 : buf1, vch );
      }
  
      return;
  }
  
  
  
  void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( is_affected( victim, sn ) || saves_spell( level, victim,DAM_OTHER) )
  	return;
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (4 + level / 12);
      af.location  = APPLY_STR;
      af.modifier  = -1 * (2 + level / 12);
      af.bitvector = AFF_WEAKEN;
      affect_to_char( victim, &af );
      send_to_char( "You feel your strength slip away.\n\r", victim );
      act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM);
      return;
  }
  
  
  
  /* RT recall spell is back */
  
  void spell_word_of_recall( int sn, int level, CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      ROOM_INDEX_DATA *location;
      int to_room_vnum;
  
      if ((ch->class == 9) && (ch->fighting) && (victim == NULL))
  	{
  	 send_to_char("Your honour doesn't let you recall!.\n\r",ch);
  	 return;
  	}
  
      if (victim != NULL)
      {
          if  ((victim->fighting) && (victim->class == 9))
  	{
  	 send_to_char("You can't cast this spell to a honourable fighting Samurai!.\n\r",ch);
  	 return;
  	}
      }
  
      if (IS_NPC(victim))
        return;
     to_room_vnum = 
  hometown_table[victim->hometown].recall[IS_GOOD(victim)?0:IS_NEUTRAL(victim)?1:IS_EVIL(victim)?2:1];
  
      if ((location = get_room_index( to_room_vnum )) == NULL)
      {
  	send_to_char("You are completely lost.\n\r",victim);
  	return;
      }
  /*
      if (victim->desc != NULL && 
  	(current_time - victim->last_fight_time) < FIGHT_DELAY_TIME)
        {
  	send_to_char("You are too pumped to pray now.\n\r",victim);
  	return;
        }
  */
      if (IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL) ||
  	IS_AFFECTED(victim,AFF_CURSE) ||
  	IS_RAFFECTED(victim->in_room,AFF_ROOM_CURSE))
      {
  	send_to_char("Spell failed.\n\r",victim);
  	return;
      }
  
      if (victim->fighting != NULL)
      {
        if (victim == ch)  gain_exp(victim,0 -(victim->level + 25) );
  	stop_fighting(victim,TRUE);
      }
  
      ch->move /= 2;
      act("$n disappears.",victim,NULL,NULL,TO_ROOM);
      char_from_room(victim);
      char_to_room(victim,location);
      do_visible(ch,"");
      act("$n appears in the room.",victim,NULL,NULL,TO_ROOM);
      do_look(victim,"auto");
  
      if (victim->pet != NULL)
        {
   	char_from_room( victim->pet );
  	char_to_room( victim->pet, location );
  	do_look(victim->pet, "auto" );
        }
  
  }
  
  /*
   * Draconian spells.
   */
  void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam,hp_dam,dice_dam,hpch;
  
      act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT);
      act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT);
      act("You spit acid at $N.",ch,NULL,victim,TO_CHAR);
  
      hpch = UMAX(12,ch->hit);
      hp_dam = number_range(hpch/11 + 1, hpch/6);
      dice_dam = dice(level,16);
  
      dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
      
      if (saves_spell(level,victim,DAM_ACID))
      {
  	acid_effect(victim,level/2,dam/4,TARGET_CHAR);
  	damage(ch,victim,dam/2,sn,DAM_ACID,TRUE);
      }
      else
      {
  	acid_effect(victim,level,dam,TARGET_CHAR);
  	damage(ch,victim,dam,sn,DAM_ACID,TRUE);
      }
  }
  
  
  
  void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      CHAR_DATA *vch, *vch_next;
      int dam,hp_dam,dice_dam;
      int hpch;
  
      act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT);
      act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT);
      act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR);
  
      hpch = UMAX( 10, ch->hit );
      hp_dam  = number_range( hpch/9+1, hpch/5 );
      dice_dam = dice(level,20);
  
      dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10);
      fire_effect(victim->in_room,level,dam/2,TARGET_ROOM);
  
      for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
      {
  	vch_next = vch->next_in_room;
  
  	if (is_safe_spell(ch,vch,TRUE)
  	||  ( IS_NPC(vch) && IS_NPC(ch) 
  	&&  (ch->fighting != vch /*|| vch->fighting != ch */)))
  	    continue;
  	if ( is_safe(ch, vch) )
            continue;
  
  	if (vch == victim) /* full damage */
  	{
  	    if (saves_spell(level,vch,DAM_FIRE))
  	    {
  		fire_effect(vch,level/2,dam/4,TARGET_CHAR);
  		damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
  	    }
  	    else
  	    {
  		fire_effect(vch,level,dam,TARGET_CHAR);
  		damage(ch,vch,dam,sn,DAM_FIRE,TRUE);
  	    }
  	}
  	else /* partial damage */
  	{
  	    if (saves_spell(level - 2,vch,DAM_FIRE))
  	    {
  		fire_effect(vch,level/4,dam/8,TARGET_CHAR);
  		damage(ch,vch,dam/4,sn,DAM_FIRE,TRUE);
  	    }
  	    else
  	    {
  		fire_effect(vch,level/2,dam/4,TARGET_CHAR);
  		damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
  	    }
  	}
      }
  }
  
  void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      CHAR_DATA *vch, *vch_next;
      int dam,hp_dam,dice_dam, hpch;
  
      act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT);
      act("$n breathes a freezing cone of frost over you!",
  	ch,NULL,victim,TO_VICT);
      act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR);
  
      hpch = UMAX(12,ch->hit);
      hp_dam = number_range(hpch/11 + 1, hpch/6);
      dice_dam = dice(level,16);
  
      dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
      cold_effect(victim->in_room,level,dam/2,TARGET_ROOM); 
  
      for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
      {
  	vch_next = vch->next_in_room;
  
  	if (is_safe_spell(ch,vch,TRUE)
  	||  (IS_NPC(vch) && IS_NPC(ch) 
  	&&   (ch->fighting != vch /*|| vch->fighting != ch*/)))
  	    continue;
  	if ( is_safe(ch, vch) )
            continue;
  
  
  	if (vch == victim) /* full damage */
  	{
  	    if (saves_spell(level,vch,DAM_COLD))
  	    {
  		cold_effect(vch,level/2,dam/4,TARGET_CHAR);
  		damage(ch,vch,dam/2,sn,DAM_COLD,TRUE);
  	    }
  	    else
  	    {
  		cold_effect(vch,level,dam,TARGET_CHAR);
  		damage(ch,vch,dam,sn,DAM_COLD,TRUE);
  	    }
  	}
  	else
  	{
  	    if (saves_spell(level - 2,vch,DAM_COLD))
  	    {
  		cold_effect(vch,level/4,dam/8,TARGET_CHAR);
  		damage(ch,vch,dam/4,sn,DAM_COLD,TRUE);
  	    }
  	    else
  	    {
  		cold_effect(vch,level/2,dam/4,TARGET_CHAR);
  		damage(ch,vch,dam/2,sn,DAM_COLD,TRUE);
  	    }
  	}
      }
  }
  
      
  void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *vch;
      CHAR_DATA *vch_next;
      char buf[MAX_STRING_LENGTH];
      int dam,hp_dam,dice_dam,hpch;
  
      act("$n breathes out a cloud of poisonous gas!",ch,NULL,NULL,TO_ROOM);
      act("You breath out a cloud of poisonous gas.",ch,NULL,NULL,TO_CHAR);
  
      hpch = UMAX(16,ch->hit);
      hp_dam = number_range(hpch/15+1,8);
      dice_dam = dice(level,12);
  
      dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
      poison_effect(ch->in_room,level,dam,TARGET_ROOM);
  
      for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
      {
  	vch_next = vch->next_in_room;
  
  	if (is_safe_spell(ch,vch,TRUE)
  	||  (IS_NPC(ch) && IS_NPC(vch) 
  	&&   (ch->fighting == vch || vch->fighting == ch)))
  	    continue;
  	if ( is_safe(ch, vch) )
            continue;
            if (!IS_NPC(ch) && vch != ch &&
                ch->fighting != vch && vch->fighting != ch &&
                (IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
              {
              if (!can_see(vch, ch))
                  do_yell(vch, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
                      (is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
                       ch->doppel->name : ch->name);
                   do_yell(vch,buf);
                }
            }
  
  	if (saves_spell(level,vch,DAM_POISON))
  	{
  	    poison_effect(vch,level/2,dam/4,TARGET_CHAR);
  	    damage(ch,vch,dam/2,sn,DAM_POISON,TRUE);
  	}
  	else
  	{
  	    poison_effect(vch,level,dam,TARGET_CHAR);
  	    damage(ch,vch,dam,sn,DAM_POISON,TRUE);
  	}
      }
  }
  
  void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam,hp_dam,dice_dam,hpch;
  
      act("$n breathes a bolt of lightning at $N.",ch,NULL,victim,TO_NOTVICT);
      act("$n breathes a bolt of lightning at you!",ch,NULL,victim,TO_VICT);
      act("You breathe a bolt of lightning at $N.",ch,NULL,victim,TO_CHAR);
  
      hpch = UMAX(10,ch->hit);
      hp_dam = number_range(hpch/9+1,hpch/5);
      dice_dam = dice(level,20);
  
      dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
  
      if (CAN_DETECT(victim, ADET_GROUNDING))
      {
  	send_to_char("The electricity fizzles at your foes.\n\r",victim);
  	act("A lightning bolt fizzles at $N's foes.\n\r",
  		ch, NULL, victim, TO_ROOM);
  	return;
      }
  
      if (saves_spell(level,victim,DAM_LIGHTNING))
      {
  	shock_effect(victim,level/2,dam/4,TARGET_CHAR);
  	damage(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE);
      }
      else
      {
  	shock_effect(victim,level,dam,TARGET_CHAR);
  	damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE); 
      }
  }
  
  /*
   * Spells for mega1.are from Glop/Erkenbrand.
   */
  void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
   
      dam = number_range( 25, 100 );
      if ( saves_spell( level, victim, DAM_PIERCE) )
          dam /= 2;
      damage( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
      return;
  }
  
  void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
   
      dam = number_range( 30, 120 );
      if ( saves_spell( level, victim, DAM_PIERCE) )
          dam /= 2;
      damage( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
      return;
  }
  
  
  
  void spell_find_object( int sn, int level, CHAR_DATA *ch, void *vo,int target) 
  {
      char buf[MAX_INPUT_LENGTH];
      BUFFER *buffer;
      OBJ_DATA *obj;
      OBJ_DATA *in_obj;
      bool found;
      int number = 0, max_found;
  
      found = FALSE;
      number = 0;
      max_found = IS_IMMORTAL(ch) ? 200 : 2 * level;
  
      buffer = new_buf();
  
      for ( obj = object_list; obj != NULL; obj = obj->next )
      {
  	if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name )
  		|| number_percent() > 2 * level
  		||   ch->level < obj->level)
  	    continue;
  
  	found = TRUE;
  	number++;
  
  	for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
  	    ;
  
  	if ( in_obj->carried_by != NULL && can_see(ch,in_obj->carried_by))
  	{
  	    sprintf( buf, "one is carried by %s\n\r",
  		PERS(in_obj->carried_by, ch) );
  	}
  	else
  	{
  	    if (IS_IMMORTAL(ch) && in_obj->in_room != NULL)
  		sprintf( buf, "one is in %s [Room %d]\n\r",
  		    in_obj->in_room->name, in_obj->in_room->vnum);
  	    else
  		sprintf( buf, "one is in %s\n\r",
  		    in_obj->in_room == NULL
  			? "somewhere" : in_obj->in_room->name );
  	}
  
  	buf[0] = UPPER(buf[0]);
  	add_buf(buffer,buf);
  
  	if (number >= max_found)
  	    break;
      }
  
      if ( !found )
  	send_to_char( "Nothing like that in heaven or earth.\n\r", ch );
      else
  	page_to_char(buf_string(buffer),ch);
  
      free_buf(buffer);
  
      return;
  }
  
  void spell_lightning_shield(int sn, int level, CHAR_DATA *ch, void *vo,int target ) 
  {
      AFFECT_DATA af,af2;
  
      if ( is_affected_room( ch->in_room, sn ))
      {
  	send_to_char("This room has already shielded.\n\r",ch);
  	return;
      }
  
      if ( is_affected(ch,sn))
      {
  	send_to_char("This spell is used too recently.\n\r",ch);
  	return;
      }
     
      af.where     = TO_ROOM_AFFECTS;
      af.type      = sn;
      af.level     = ch->level;
      af.duration  = level / 40;
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = AFF_ROOM_L_SHIELD;
      affect_to_room( ch->in_room, &af );
  
      af2.where     = TO_AFFECTS;
      af2.type      = sn;
      af2.level	 = ch->level;
      af2.duration  = level / 10;
      af2.modifier  = 0;
      af2.location  = APPLY_NONE;
      af2.bitvector = 0;
      affect_to_char( ch, &af2 );
  
      ch->in_room->owner = str_dup( ch->name );
      send_to_char( "The room starts to be filled with lightnings.\n\r", ch );
      act("The room starts to be filled with $n's lightnings.",ch,NULL,NULL,TO_ROOM);
      return;
  }
  
  void spell_shocking_trap(int sn, int level, CHAR_DATA *ch, void *vo,int target ) 
  {
      AFFECT_DATA af,af2;
  
      if ( is_affected_room( ch->in_room, sn ))
      {
  	send_to_char("This room has already trapped with shocks waves.\n\r",ch);
  	return;
      }
  
      if ( is_affected(ch,sn))
      {
  	send_to_char("This spell is used too recently.\n\r",ch);
  	return;
      }
     
      af.where     = TO_ROOM_AFFECTS;
      af.type      = sn;
      af.level     = ch->level;
      af.duration  = level / 40;
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = AFF_ROOM_SHOCKING;
      affect_to_room( ch->in_room, &af );
  
      af2.where     = TO_AFFECTS;
      af2.type      = sn;
      af2.level	 = level;
      af2.duration  = ch->level / 10;
      af2.modifier  = 0;
      af2.location  = APPLY_NONE;
      af2.bitvector = 0;
      affect_to_char( ch, &af2 );
      send_to_char( "The room starts to be filled with shock waves.\n\r", ch );
      act("The room starts to be filled with $n's shock waves.",ch,NULL,NULL,TO_ROOM);
      return;
  }
  
  void spell_acid_arrow( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 12 );
      if ( saves_spell( level, victim, DAM_ACID ) )
  	dam /= 2;
      damage( ch, victim, dam, sn,DAM_ACID,TRUE);
      return;
  }
  
  
  /* energy spells */
  void spell_etheral_fist( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 12 );
      if ( saves_spell( level, victim, DAM_ENERGY ) )
  	dam /= 2;
      act("A fist of black, otherworldly ether rams into $N, leaving $M looking stunned!"
  		,ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
      return;
  }
  
  void spell_spectral_furor( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 8 );
      if ( saves_spell( level, victim, DAM_ENERGY ) )
  	dam /= 2;
      act("The fabric of the cosmos strains in fury about $N!",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
      return;
  }
  
  void spell_disruption( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 9 );
      if ( saves_spell( level, victim, DAM_ENERGY ) )
  	dam /= 2;
      act("A weird energy encompasses $N, causing you to question $S continued existence.",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
      return;
  }
  
  
  void spell_sonic_resonance( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 7 );
      if ( saves_spell( level, victim, DAM_ENERGY ) )
  	dam /= 2;
      act("A cylinder of kinetic energy enshrouds $N causing $S to resonate.",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
      WAIT_STATE( victim, skill_table[sn].beats );
      return;
  }
  /* mental */
  void spell_mind_wrack( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 7 );
      if ( saves_spell( level, victim, DAM_MENTAL ) )
  	dam /= 2;
      act("$n stares intently at $N, causing $N to seem very lethargic.",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_MENTAL,TRUE);
      return;
  }
  
  void spell_mind_wrench( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 9 );
      if ( saves_spell( level, victim, DAM_MENTAL ) )
  	dam /= 2;
      act("$n stares intently at $N, causing $N to seem very hyperactive.",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_MENTAL,TRUE);
      return;
  }
  /* acid */
  void spell_sulfurus_spray( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 7 );
      if ( saves_spell( level, victim, DAM_ACID ) )
  	dam /= 2;
      act("A stinking spray of sulfurous liquid rains down on $N." ,
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_ACID,TRUE);
      return;
  }
  
  void spell_caustic_font( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 9 );
      if ( saves_spell( level, victim, DAM_ACID ) )
  	dam /= 2;
      act("A fountain of caustic liquid forms below $N.  The smell of $S degenerating tissues is revolting! ",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_ACID,TRUE);
      return;
  }
  
  void spell_acetum_primus( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 8 );
      if ( saves_spell( level, victim, DAM_ACID ) )
  	dam /= 2;
      act("A cloak of primal acid enshrouds $N, sparks form as it consumes all it touches. ",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_ACID,TRUE);
      return;
  }
  
  
  /*  Electrical  */
  
  void spell_galvanic_whip( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 7 );
      if ( saves_spell( level, victim, DAM_LIGHTNING ) )
  	dam /= 2;
      act("$n conjures a whip of ionized particles, which lashes ferociously at $N.",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
      return;
  }
  
  
  void spell_magnetic_trust( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 8 );
      if ( saves_spell( level, victim, DAM_LIGHTNING ) )
  	dam /= 2;
      act("An unseen energy moves nearby, causing your hair to stand on end!",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
      return;
  }
  
  void spell_quantum_spike( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 9 );
      if ( saves_spell( level, victim, DAM_LIGHTNING ) )
  	dam /= 2;
      act("$N seems to dissolve into tiny unconnected particles, then is painfully reassembled.",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
      return;
  }
  
  /* negative */
  void spell_hand_of_undead( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      if ( saves_spell( level, victim,DAM_NEGATIVE) )
      {
  	send_to_char("You feel a momentary chill.\n\r",victim);
  	return;
      }
  
      if ( (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)) 
  	|| IS_VAMPIRE(victim) )
  	{
  	 send_to_char("Your victim is unaffected by hand of undead.\n\r",ch);
  	 return;
  	}
      if ( victim->level <= 2 )
      {
  	dam		 = ch->hit + 1;
      }
      else
      {
       dam = dice( level, 10 );
       victim->mana	/= 2;
       victim->move	/= 2;
       ch->hit		+= dam / 2;
      }
  
      send_to_char("You feel your life slipping away!\n\r",victim);
      act("$N is grasped by an incomprehensible hand of undead!",
  		ch,NULL,victim,TO_NOTVICT);
      damage( ch, victim, dam, sn,DAM_NEGATIVE,TRUE);
      return;
  }
  
  
  /* travel via astral plains */
  void spell_astral_walk( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim;
      bool gate_pet;
      char buf[512];
  
  
      if ( ( victim = get_char_world( ch, target_name ) ) == NULL
      ||   victim == ch
      ||   victim->in_room == NULL
      ||   !can_see_room(ch,victim->in_room)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
      ||   IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
      ||   IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
      ||   victim->level >= level + 3
  /*    ||   (!IS_NPC(victim) && victim->level >= LEVEL_HERO)  * NOT trust */
      ||   saves_spell(level,victim,DAM_OTHER)
      ||   (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
      ||   (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
      ||   (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
      ||   (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
      {
  	send_to_char( "You failed.\n\r", ch );
  	return;
      }
      if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
  	gate_pet = TRUE;
      else
  	gate_pet = FALSE;
  
  
      act("$n disappears in a flash of light!",ch,NULL,NULL,TO_ROOM);
      sprintf(buf,"You travel via astral planes and go to %s.\n\r",victim->name);
      send_to_char(buf,ch);
      char_from_room(ch);
      char_to_room(ch,victim->in_room);
  
      act("$n appears in a flash of light!",ch,NULL,NULL,TO_ROOM);
      do_look(ch,"auto");
  
      if (gate_pet)
      {
  	act("$n disappears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM);
  	send_to_char(buf,ch->pet);
  	char_from_room(ch->pet);
  	char_to_room(ch->pet,victim->in_room);
  	act("$n appears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM);
  	do_look(ch->pet,"auto");
      }
  }
  
  
  /* vampire version astral walk */
  void spell_mist_walk( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim;
  
  
      if ( ( victim = get_char_world( ch, target_name ) ) == NULL
      ||   victim == ch
      ||   !IS_VAMPIRE(ch)
      ||   victim->in_room == NULL
      ||   !can_see_room(ch,victim->in_room)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
      ||   IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
      ||   IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
      ||   victim->level >= level - 5
  /*    ||   (!IS_NPC(victim) && victim->level >= LEVEL_HERO)  * NOT trust */
      ||   saves_spell(level,victim,DAM_OTHER)
      ||   (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
      ||   (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
      ||   (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
      ||   (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
      {
  	send_to_char( "You failed.\n\r", ch );
  	return;
      }
  
      act("$n dissolves into a cloud of glowing mist, then vanishes!",ch,NULL,NULL,TO_ROOM);
      send_to_char("You dissolve into a cloud of glowing mist, then flow to your target.\n\r",ch);
  
      char_from_room(ch);
      char_to_room(ch,victim->in_room);
  
      act("A cloud of glowing mist engulfs you, then withdraws to unveil $n!",ch,NULL,NULL,TO_ROOM);
      do_look(ch,"auto");
  
  }
  
  /*  Cleric version of astra_walk  */
  void spell_solar_flight( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim;
  
  
      if  (time_info.hour > 18 || time_info.hour < 8)
  	{
  	 send_to_char("You need sunlight for solar flight.\n\r",ch);
  	 return;
  	}
  
      if ( ( victim = get_char_world( ch, target_name ) ) == NULL
      ||   victim == ch
      ||   victim->in_room == NULL
      ||   !can_see_room(ch,victim->in_room)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
      ||   IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
      ||   IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
      ||   victim->level >= level + 1
  /*    ||   (!IS_NPC(victim) && victim->level >= LEVEL_HERO)  * NOT trust */
      ||   saves_spell(level,victim,DAM_OTHER)
      ||   (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
      ||   (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
      ||   (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
      ||   (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
      {
  	send_to_char( "You failed.\n\r", ch );
  	return;
      }
  
      act("$n disappears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM);
      send_to_char("You dissolve in a blinding flash of light!.\n\r",ch);
  
      char_from_room(ch);
      char_to_room(ch,victim->in_room);
  
      act("$n appears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM);
      do_look(ch,"auto");
  
  }
  
  
  
  /* travel via astral plains */
  void spell_helical_flow( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim;
  
  
      if ( ( victim = get_char_world( ch, target_name ) ) == NULL
      ||   victim == ch
      ||   victim->in_room == NULL
      ||   !can_see_room(ch,victim->in_room)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
      ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
      ||   IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
      ||   IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
      ||   victim->level >= level + 3
  /*    ||   (!IS_NPC(victim) && victim->level >= LEVEL_HERO)  * NOT trust */
      ||   saves_spell(level,victim,DAM_OTHER)
      ||   (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
      ||   (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
      ||   (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
      ||   (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
      {
  	send_to_char( "You failed.\n\r", ch );
  	return;
      }
  
      act("$n coils into an ascending column of colour, vanishing into thin air.",ch,NULL,NULL,TO_ROOM);
      send_to_char("You coils into an ascending column of colour, and vanishing into thin air.\n\r",ch);
  
      char_from_room(ch);
      char_to_room(ch,victim->in_room);
  
      act("A coil of colours descends from above, revealing $n as it dissipates.",ch,NULL,NULL,TO_ROOM);
      do_look(ch,"auto");
  
  }
  
  
  
  void spell_corruption( int sn, int level, CHAR_DATA *ch, void *vo, int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if (IS_AFFECTED(victim,AFF_CORRUPTION))
  	{
  	 act("$N is already corrupting.\n\r",ch,NULL,victim,TO_CHAR);
  	 return;
  	}
  
      if (saves_spell(level,victim,DAM_NEGATIVE) ||
  	(IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)))
      {
  	if (ch == victim)
  	  send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
  	else
  	  act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_AFFECTS;
      af.type 	 = sn;
      af.level	 = level * 3/4;
      af.duration  = (10 + level / 5);
      af.location  = APPLY_NONE;
      af.modifier  = 0; 
      af.bitvector = AFF_CORRUPTION;
      affect_join(victim,&af);
  
      send_to_char
        ("You scream in agony as you start to decay into dust.\n\r",victim);
      act("$n screams in agony as $n start to decay into dust.",
  	victim,NULL,NULL,TO_ROOM);
  }
  
  
  void spell_hurricane(int sn,int level,CHAR_DATA *ch,void *vo,int target)
  {
      CHAR_DATA *vch;
      CHAR_DATA *vch_next;
      char buf[MAX_STRING_LENGTH];
      int dam,hp_dam,dice_dam,hpch;
  
      act("$n prays the gods of the storm for help.",ch,NULL,NULL,TO_NOTVICT);
      act("You pray the gods of the storm to help you.",ch,NULL,NULL,TO_CHAR);
  
      hpch = UMAX(16,ch->hit);
      hp_dam = number_range(hpch/15+1,8);
      dice_dam = dice(level,12);
  
      dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
  
      for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
      {
  	vch_next = vch->next_in_room;
  
  	if (is_safe_spell(ch,vch,TRUE)
  	||  (IS_NPC(ch) && IS_NPC(vch) 
  	&&   (ch->fighting == vch || vch->fighting == ch)))
  	    continue;
  	if ( is_safe(ch, vch) )
            continue;
            if (!IS_NPC(ch) && vch != ch &&
                ch->fighting != vch && vch->fighting != ch &&
                (IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
              {
              if (!can_see(vch, ch))
                  do_yell(vch, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
                      (is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
                       ch->doppel->name : ch->name);
                   do_yell(vch,buf);
                }
            }
  
  	if (!IS_AFFECTED(vch,AFF_FLYING)) dam /= 2;
  
  	if (vch->size == SIZE_TINY)  dam *= 1.5;
  	else if (vch->size == SIZE_SMALL)  dam *= 1.3;
  	else if (vch->size == SIZE_MEDIUM)  dam *= 1;
  	else if (vch->size == SIZE_LARGE)  dam *= 0.9;
  	else if (vch->size == SIZE_HUGE)  dam *= 0.7;
  	else dam *= 0.5;
  
  	if (saves_spell(level,vch,DAM_OTHER))
  	    damage(ch,vch,dam/2,sn,DAM_OTHER,TRUE);
  	else
  	    damage(ch,vch,dam,sn,DAM_OTHER,TRUE);
      }
  }
  
  
  void spell_detect_undead( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( CAN_DETECT(victim, DETECT_UNDEAD) )
      {
  	if (victim == ch)
  	  send_to_char("You can already sense undead.\n\r",ch);
  	else
  	  act("$N can already detect undead.",ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      af.where     = TO_DETECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = (5 + level / 3);
      af.modifier  = 0;
      af.location  = APPLY_NONE;
      af.bitvector = DETECT_UNDEAD;
      affect_to_char( victim, &af );
      send_to_char( "Your eyes tingle.\n\r", victim );
      if ( ch != victim )
  	send_to_char( "Ok.\n\r", ch );
      return;
  }
  
  
  
  void spell_take_revenge( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
   OBJ_DATA *obj;
   OBJ_DATA *in_obj;
   ROOM_INDEX_DATA *room = NULL;
   bool found = FALSE;
   
    if (IS_NPC(ch) 
  	|| ch->last_death_time == -1 
  	|| current_time - ch->last_death_time > 600)
     {
      send_to_char("It is too late to take revenge.\n\r",ch);
      return;
     }
  
   for ( obj = object_list; obj != NULL; obj = obj->next )
      {
  	if ( obj->pIndexData->vnum != OBJ_VNUM_CORPSE_PC
  		|| !is_name(ch->name,obj->short_descr) )
  	    continue;
  
          found = TRUE;
  	for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
  	    ;
  
  	if ( in_obj->carried_by != NULL )
  		room = in_obj->carried_by->in_room;
  	else    room = in_obj->in_room;
          break;
      }
  
      if ( !found || room == NULL)
  	send_to_char( "Unluckily your corpse is devoured.\n\r", ch );
      else
        {
  	ROOM_INDEX_DATA *prev_room;
  
  	prev_room = ch->in_room;
          act("$n prays for transportation.", ch, NULL, NULL, TO_ROOM);
  	char_from_room( ch );
  	char_to_room(ch, room);
  	if (cabal_area_check( ch )
  		|| IS_ROOM_AFFECTED(ch->in_room,AFF_ROOM_PREVENT) )
  	{
  	  send_to_char(" You failed to go to your corpse.\n\r", ch);
  	  char_from_room( ch );
  	  char_to_room(ch, prev_room);
  	}
  	else do_look(ch,"auto");
        }
      return;
  }
  
  
  
  void spell_firestream( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      act("$n throws a stream of searing flames.",ch,NULL,victim,TO_NOTVICT);
      act("$n throws a stream of hot flames over you!",ch,NULL,victim,TO_VICT);
      act("You throw a stream of searing flames to $N.",ch,NULL,victim,TO_CHAR);
  
      dam = dice(level, 8);
  
      if (saves_spell(level,victim,DAM_FIRE))
      {
  	fire_effect(victim,level/2,dam/4,TARGET_CHAR);
  	damage(ch,victim,dam/2,sn,DAM_FIRE,TRUE);
      }
      else
      {
  	fire_effect(victim,level,dam,TARGET_CHAR);
  	damage(ch,victim,dam,sn,DAM_FIRE,TRUE);
      }
      return;
  }
  
  void spell_summon_earth_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
    CHAR_DATA *gch;
    CHAR_DATA *elm;
    AFFECT_DATA af;
    int i=0;
  
    if (is_affected(ch,sn))
      {
        send_to_char("You lack the power to create another elemental right now.\n\r",
                     ch);
        return;
      }
  
    send_to_char("You attempt to create an earth elemental.\n\r",ch);
    act("$n attempts to create an earth elemental.",ch,NULL,NULL,TO_ROOM);
  
    for (gch = char_list; gch != NULL; gch = gch->next)
      {
        if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch &&
            ( gch->pIndexData->vnum == MOB_VNUM_ELM_EARTH ) )
          {
            i++;
            if (i > 2)
             {
              send_to_char("More earth elementals are more than you can control!\n\r",ch);
              return;
             }
          }
      }
  
    if (count_charmed(ch)) return;
  
    elm = create_mobile( get_mob_index(MOB_VNUM_ELM_EARTH) );
  
  
    for (i = 0; i < MAX_STATS; i ++)
         elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
  
    elm->perm_stat[STAT_STR] += 3;
    elm->perm_stat[STAT_INT] -= 1;
    elm->perm_stat[STAT_CON] += 2;
  
    elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
                  : UMIN( (2 * ch->pcdata->perm_hit) + 400,30000);
    elm->hit = elm->max_hit;
    elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
    elm->mana = elm->max_mana;
    elm->level = ch->level;
    for (i=0; i < 3; i++)
      elm->armor[i] = interpolate(elm->level,100,-100);
    elm->armor[3] = interpolate(elm->level,100,0);
    elm->gold = 0;
    elm->timer = 0;
    elm->damage[DICE_NUMBER] = 3;   
    elm->damage[DICE_TYPE] = 10;
    elm->damage[DICE_BONUS] = ch->level / 2;
  
    char_to_room(elm,ch->in_room);
    send_to_char("You created an earth elemental!\n\r",ch);
    act("$n creates an earth elemental!",ch,NULL,NULL,TO_ROOM);
  
    af.where              = TO_AFFECTS;
    af.type               = sn;
    af.level              = level; 
    af.duration           = 24;
    af.bitvector          = 0;
    af.modifier           = 0;
    af.location           = APPLY_NONE;
    affect_to_char(ch, &af);  
  
    SET_BIT(elm->affected_by, AFF_CHARM);
    elm->master = elm->leader = ch;
  
  }
  
  void spell_frostbolt( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      dam = dice( level, 10 );
      if ( saves_spell( level, victim, DAM_COLD ) )
  	dam /= 2;
      damage( ch, victim, dam, sn,DAM_COLD,TRUE);
      return;
  }
  
  void spell_summon_air_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
    CHAR_DATA *gch;
    CHAR_DATA *elm;
    AFFECT_DATA af;
    int i=0;
  
    if (is_affected(ch,sn))
      {
        send_to_char("You lack the power to create another elemental right now.\n\r",
                     ch);
        return;
      }
  
    send_to_char("You attempt to create an air elemental.\n\r",ch);
    act("$n attempts to create an air elemental.",ch,NULL,NULL,TO_ROOM);
  
    for (gch = char_list; gch != NULL; gch = gch->next)
      {
        if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch &&
            ( gch->pIndexData->vnum == MOB_VNUM_ELM_AIR ) )
          {
            i++;
            if (i > 2)
             {
              send_to_char("More air elementals are more than you can control!\n\r",ch);
              return;
             }
          }
      }
  
    if (count_charmed(ch)) return;
  
    elm = create_mobile( get_mob_index(MOB_VNUM_ELM_AIR) );
  
  
    for (i = 0; i < MAX_STATS; i ++)
         elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
  
    elm->perm_stat[STAT_STR] += 3;
    elm->perm_stat[STAT_INT] -= 1;
    elm->perm_stat[STAT_CON] += 2;
  
    elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
                  : UMIN( (4 * ch->pcdata->perm_hit) + 1000,30000);
    elm->hit = elm->max_hit;
    elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
    elm->mana = elm->max_mana;
    elm->level = ch->level;
    for (i=0; i < 3; i++)
      elm->armor[i] = interpolate(elm->level,100,-100);
    elm->armor[3] = interpolate(elm->level,100,0);
    elm->gold = 0;
    elm->timer = 0;
    elm->damage[DICE_NUMBER] = 7;   
    elm->damage[DICE_TYPE] = 4;
    elm->damage[DICE_BONUS] = ch->level / 2;
  
    char_to_room(elm,ch->in_room);
    send_to_char("You created an air elemental!\n\r",ch);
    act("$n creates an air elemental!",ch,NULL,NULL,TO_ROOM);
  
    af.where              = TO_AFFECTS;
    af.type               = sn;
    af.level              = level; 
    af.duration           = 24;
    af.bitvector          = 0;
    af.modifier           = 0;
    af.location           = APPLY_NONE;
    affect_to_char(ch, &af);  
  
    SET_BIT(elm->affected_by, AFF_CHARM);
    elm->master = elm->leader = ch;
  
  	return;
  }
  
  void spell_summon_water_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
    CHAR_DATA *gch;
    CHAR_DATA *elm;
    AFFECT_DATA af;
    int i=0;
  
    if (is_affected(ch,sn))
      {
        send_to_char("You lack the power to create another elemental right now.\n\r",
                     ch);
        return;
      }
  
    send_to_char("You attempt to create a water elemental.\n\r",ch);
    act("$n attempts to create a water elemental.",ch,NULL,NULL,TO_ROOM);
  
    for (gch = char_list; gch != NULL; gch = gch->next)
      {
        if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch &&
            ( gch->pIndexData->vnum == MOB_VNUM_ELM_WATER ) )
          {
            i++;
            if (i > 2)
             {
              send_to_char("More water elementals are more than you can control!\n\r",ch);
              return;
             }
          }
      }
  
    if (count_charmed(ch)) return;
  
    elm = create_mobile( get_mob_index(MOB_VNUM_ELM_WATER) );
  
  
    for (i = 0; i < MAX_STATS; i ++)
         elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
  
    elm->perm_stat[STAT_STR] += 3;
    elm->perm_stat[STAT_INT] -= 1;
    elm->perm_stat[STAT_CON] += 2;
  
    elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
                  : UMIN( (5 * ch->pcdata->perm_hit) + 2000,30000);
    elm->hit = elm->max_hit;
    elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
    elm->mana = elm->max_mana;
    elm->level = ch->level;
    for (i=0; i < 3; i++)
      elm->armor[i] = interpolate(elm->level,100,-100);
    elm->armor[3] = interpolate(elm->level,100,0);
    elm->gold = 0;
    elm->timer = 0;
    elm->damage[DICE_NUMBER] = 8;   
    elm->damage[DICE_TYPE] = 4;
    elm->damage[DICE_BONUS] = ch->level / 2;
  
    char_to_room(elm,ch->in_room);
    send_to_char("You created a water elemental!\n\r",ch);
    act("$n creates a water elemental!",ch,NULL,NULL,TO_ROOM);
  
    af.where              = TO_AFFECTS;
    af.type               = sn;
    af.level              = level; 
    af.duration           = 24;
    af.bitvector          = 0;
    af.modifier           = 0;
    af.location           = APPLY_NONE;
    affect_to_char(ch, &af);  
  
    SET_BIT(elm->affected_by, AFF_CHARM);
    elm->master = elm->leader = ch;
  
  	return;
  }
  
  void spell_summon_fire_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
    CHAR_DATA *gch;
    CHAR_DATA *elm;
    AFFECT_DATA af;
    int i=0;
  
    if (is_affected(ch,sn))
      {
        send_to_char("You lack the power to create another elemental right now.\n\r",
                     ch);
        return;
      }
  
    send_to_char("You attempt to create a fire elemental.\n\r",ch);
    act("$n attempts to create a fire elemental.",ch,NULL,NULL,TO_ROOM);
  
    for (gch = char_list; gch != NULL; gch = gch->next)
      {
        if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch &&
            ( gch->pIndexData->vnum == MOB_VNUM_ELM_FIRE ) )
          {
            i++;
            if (i > 2)
             {
              send_to_char("More fire elementals are more than you can control!\n\r",ch);
              return;
             }
          }
      }
  
    if (count_charmed(ch)) return;
  
    elm = create_mobile( get_mob_index(MOB_VNUM_ELM_FIRE) );
  
  
    for (i = 0; i < MAX_STATS; i ++)
         elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
  
    elm->perm_stat[STAT_STR] += 3;
    elm->perm_stat[STAT_INT] -= 1;
    elm->perm_stat[STAT_CON] += 2;
  
    elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
                  : UMIN( (10 * ch->pcdata->perm_hit) + 1000,30000);
    elm->hit = elm->max_hit;
    elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
    elm->mana = elm->max_mana;
    elm->level = ch->level;
    for (i=0; i < 3; i++)
      elm->armor[i] = interpolate(elm->level,100,-100);
    elm->armor[3] = interpolate(elm->level,100,0);
    elm->gold = 0;
    elm->timer = 0;
    elm->damage[DICE_NUMBER] = 11;   
    elm->damage[DICE_TYPE] = 5;
    elm->damage[DICE_BONUS] = ch->level / 2 + 10;
  
    char_to_room(elm,ch->in_room);
    send_to_char("You created a fire elemental!\n\r",ch);
    act("$n creates a fire elemental!",ch,NULL,NULL,TO_ROOM);
  
    af.where              = TO_AFFECTS;
    af.type               = sn;
    af.level              = level; 
    af.duration           = 24;
    af.bitvector          = 0;
    af.modifier           = 0;
    af.location           = APPLY_NONE;
    affect_to_char(ch, &af);  
  
    SET_BIT(elm->affected_by, AFF_CHARM);
    elm->master = elm->leader = ch;
  
  	return;
  }
  
  void spell_summon_light_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
    CHAR_DATA *gch;
    CHAR_DATA *elm;
    AFFECT_DATA af;
    int i=0;
  
    if (is_affected(ch,sn))
      {
        send_to_char("You lack the power to create another elemental right now.\n\r",
                     ch);
        return;
      }
  
    send_to_char("You attempt to create a lightning elemental.\n\r",ch);
    act("$n attempts to create a lightning elemental.",ch,NULL,NULL,TO_ROOM);
  
    for (gch = char_list; gch != NULL; gch = gch->next)
      {
        if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch &&
            ( gch->pIndexData->vnum == MOB_VNUM_ELM_LIGHT ) )
          {
            i++;
            if (i > 2)
             {
              send_to_char("More lightning elementals are more than you can control!\n\r",ch);
              return;
             }
          }
      }
  
    if (count_charmed(ch)) return;
  
    elm = create_mobile( get_mob_index(MOB_VNUM_ELM_LIGHT) );
  
  
    for (i = 0; i < MAX_STATS; i ++)
         elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
  
    elm->perm_stat[STAT_STR] += 3;
    elm->perm_stat[STAT_INT] -= 1;
    elm->perm_stat[STAT_CON] += 2;
  
    elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
                  : UMIN( (10 * ch->pcdata->perm_hit) + 4000,30000);
    elm->hit = elm->max_hit;
    elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
    elm->mana = elm->max_mana;
    elm->level = ch->level;
    for (i=0; i < 3; i++)
      elm->armor[i] = interpolate(elm->level,100,-100);
    elm->armor[3] = interpolate(elm->level,100,0);
    elm->gold = 0;
    elm->timer = 0;
    elm->damage[DICE_NUMBER] = 13;   
    elm->damage[DICE_TYPE] = 9;
    elm->damage[DICE_BONUS] = ch->level / 2 + 10;
  
    char_to_room(elm,ch->in_room);
    send_to_char("You created a lightning elemental!\n\r",ch);
    act("$n creates a lightning elemental!",ch,NULL,NULL,TO_ROOM);
  
    af.where              = TO_AFFECTS;
    af.type               = sn;
    af.level              = level; 
    af.duration           = 24;
    af.bitvector          = 0;
    af.modifier           = 0;
    af.location           = APPLY_NONE;
    affect_to_char(ch, &af);  
  
    SET_BIT(elm->affected_by, AFF_CHARM);
    elm->master = elm->leader = ch;
  
  	return;
  }
  
  
  void spell_fire_and_ice( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *tmp_vict;
      CHAR_DATA *tmp_next;
      char buf[MAX_STRING_LENGTH];
      int dam,dam_sn;
      int movedam;
  
      dam = dice( level , 8);
      movedam = number_range( ch->level, 2 * ch->level );
  
    for (tmp_vict = ch->in_room->people;tmp_vict != NULL;
         tmp_vict = tmp_next)
      {
        tmp_next = tmp_vict->next_in_room;
  
        if ( !is_safe_spell(ch,tmp_vict,TRUE))
          {
            if (!IS_NPC(ch) && tmp_vict != ch &&
                ch->fighting != tmp_vict && tmp_vict->fighting != ch &&
                (IS_SET(tmp_vict->affected_by,AFF_CHARM) || !IS_NPC(tmp_vict)))
              {
              if (!can_see(tmp_vict, ch))
                  do_yell(tmp_vict, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
  	(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(tmp_vict))? ch->doppel->name : ch->name);
                   do_yell(tmp_vict,buf);
                }
            }
  
            if (saves_spell(level,tmp_vict, DAM_FIRE))
              dam /= 2;
  	  if ((dam_sn = skill_lookup("fireball")) < 0 ) 
  	    dam_sn = sn;
            damage( ch, tmp_vict, dam, dam_sn, DAM_FIRE, TRUE );
            tmp_vict->move -= UMIN(tmp_vict->move,movedam);
  
            if ( (IS_NPC(tmp_vict) && tmp_vict->position == POS_DEAD) ||
               (!IS_NPC(tmp_vict) && (current_time - tmp_vict->last_death_time) < 10))
  	  {
            if (saves_spell(level,tmp_vict, DAM_COLD))
              dam /= 2;
  	  if ((dam_sn = skill_lookup("iceball")) < 0 ) 
  	    dam_sn = sn;
            damage( ch, tmp_vict, dam, dam_sn, DAM_COLD, TRUE );
            }
  
          }
      }
  	return;
  }
  
  void spell_grounding( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( is_affected( victim, sn ) )
      {
  	if (victim == ch)
  	  send_to_char("You are already at ground potential.\n\r",ch);
  	else
  	  act("$N is already at ground potential.",ch,NULL,victim,TO_CHAR);
  	return;
      }
      af.where	 = TO_DETECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = 5 + level / 8;
      af.modifier  = 0;
      af.location  = APPLY_NONE;
      af.bitvector = ADET_GROUNDING;
      affect_to_char( victim, &af );
      send_to_char( "Your body is electrically grounded.\n\r", victim );
      if ( ch != victim )
  	act("$N is grounded by your magic.",ch,NULL,victim,TO_CHAR);
  	return;
  }
  
  void spell_tsunami( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      int dam;
  
      if ( (ch->in_room->sector_type != SECT_WATER_SWIM)
          && (ch->in_room->sector_type != SECT_WATER_NOSWIM))
          {
           send_to_char("You can't reach a water source to create a tsunami.\n\r",ch);
           ch->wait = 0;
           return;
          }
  
      act("An existing parcel of water rises up and forms a fist and pummels $n.",
                  victim,NULL,NULL,TO_ROOM);
      act("An existing parcel of water rises up and forms a fist and pummels you.",
                  victim,NULL,NULL,TO_CHAR);
      dam = dice( level , 16 );
      damage(ch,victim,dam,sn,DAM_DROWNING,TRUE);
  }
  
  void spell_disenchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      AFFECT_DATA *paf;
      int result, fail;
  
      if (obj->wear_loc != -1)
      {
  	send_to_char("The item must be carried to be enchanted.\n\r",ch);
  	return;
      }
  
      /* find the bonuses */
      fail = 75;
      fail -= (level - obj->level) * 5;
      if (IS_SET(obj->extra_flags, ITEM_MAGIC))
  	fail += 25;
  
      fail = URANGE(5,fail,95);
  
      result = number_percent();
  
      /* the moment of truth */
      if (result < (fail / 5))  /* item destroyed */
      {
  	act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR);
  	act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM);
  	extract_obj(obj);
  	return;
      }
  
      if (result > (fail / 2)) /* item disenchanted */
      {
  	AFFECT_DATA *paf_next;
  
  	act("$p glows brightly, then fades.",ch,obj,NULL,TO_CHAR);
  	act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
  	obj->enchanted = TRUE;
  
  	/* remove all affects */
  	for (paf = obj->affected; paf != NULL; paf = paf_next)
  	{
  	    paf_next = paf->next; 
  	    free_affect(paf);
  	}
  	obj->affected = NULL;
  
  	obj->enchanted = FALSE;
  
  	/* clear some flags */
  	REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
  	REMOVE_BIT(obj->extra_flags, ITEM_HUM);
  	REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
  	REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
  	REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
  	REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
   
  	return;
      }
  
      send_to_char("Nothing seemed to happen.\n\r",ch);
      return;
  }
  
  void spell_disenchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      AFFECT_DATA *paf;
      int result, fail;
  
      if (obj->item_type != ITEM_WEAPON)
      {
  	send_to_char("That isn't a weapon.\n\r",ch);
  	return;
      }
  
      if (obj->wear_loc != -1)
      {
  	send_to_char("The item must be carried to be enchanted.\n\r",ch);
  	return;
      }
  
      /* find the bonuses */
      fail = 75;
      fail -= (level - obj->level) * 5;
      if (IS_SET(obj->extra_flags, ITEM_MAGIC))
  	fail += 25;
  
      fail = URANGE(5,fail,95);
  
      result = number_percent();
  
      /* the moment of truth */
      if (result < (fail / 5))  /* item destroyed */
      {
  	act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
  	act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM);
  	extract_obj(obj);
  	return;
      }
  
      if (result > (fail / 2)) /* item disenchanted */
      {
  	AFFECT_DATA *paf_next;
  
  	act("$p glows brightly, then fades.",ch,obj,NULL,TO_CHAR);
  	act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
  	obj->enchanted = TRUE;
  
  	/* remove all affects */
  	for (paf = obj->affected; paf != NULL; paf = paf_next)
  	{
  	    paf_next = paf->next; 
  	    free_affect(paf);
  	}
  	obj->affected = NULL;
  
  	obj->enchanted = FALSE;
  
  	/* clear some flags */
  	REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
  	REMOVE_BIT(obj->extra_flags, ITEM_HUM);
  	REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
  	REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
  	REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
  	REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
   
  	return;
      }
  
      send_to_char("Nothing seemed to happen.\n\r",ch);
      return;
  }
  
  void spell_absorb( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      AFFECT_DATA af;
  
      if ( is_affected( ch, sn ) )
      {
  	send_to_char("You are already absorbing magic surrounding you.\n\r",ch);
  	return;
      }
      af.where	 = TO_DETECTS;
      af.type      = gsn_absorb;
      af.level	 = level;
      af.duration  = 3 + level / 10;
      af.modifier  = 0;
      af.location  = APPLY_NONE;
      af.bitvector = ADET_ABSORB;
      affect_to_char( ch, &af );
      send_to_char( "Your body is surrounded by an energy field.\n\r", ch );
      return;
  }
  
  void spell_transfer_object( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
  	send_to_char("Not implemented!\n\r", ch);
  	return;
  }
  
  void spell_animate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
    CHAR_DATA *mob;
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    AFFECT_DATA af;
    char buf[MAX_STRING_LENGTH];
    int i;
  
    if (!(obj->item_type == ITEM_WEAPON ||  
           obj->item_type == ITEM_ARMOR))
    {
          send_to_char("You can animate only armors and weapons.\n\r",ch);
          return;
    }
  
    if (is_affected(ch, sn))
    {
        send_to_char("You cannot summon the strength to handle more undead bodies.\n\r", ch);
        return;
    }
  
    if ( obj->level > level )
    {
        act("$p is too powerful for you to animate it.", ch, obj, NULL, TO_CHAR);
        return;
    }
  
    if (count_charmed(ch)) return;
  
    if (obj->item_type == ITEM_ARMOR
  	&& !(CAN_WEAR(obj, ITEM_WEAR_BODY)
  	|| CAN_WEAR(obj, ITEM_WEAR_HANDS)
  	|| CAN_WEAR(obj, ITEM_WEAR_SHIELD)) )
    {
        send_to_char("You can only animate that type of armor.\n\r", ch);
        return;
    }
  
    if (number_percent() > get_skill(ch, sn))
    {
        act("$p violately explodes!", ch, obj, NULL, TO_CHAR);
        act("$p violately explodes!", ch, obj, NULL, TO_ROOM);
        extract_obj( obj );
        return;
    }
  
    if (obj->item_type == ITEM_WEAPON)
  	mob = create_mobile(get_mob_index(MOB_VNUM_WEAPON));
    else	mob = create_mobile(get_mob_index(MOB_VNUM_ARMOR));
  
    sprintf(buf, "animate %s", obj->name);
    free_string( mob->name );
    mob->name = str_dup( buf );
  
    sprintf(buf, mob->short_descr, obj->short_descr );
    free_string( mob->short_descr );
    mob->short_descr = str_dup( buf );
  
    sprintf(buf, "%s is here, staring at you!.\n\r", capitalize(obj->short_descr) );
    free_string( mob->long_descr );
    mob->long_descr = str_dup( buf );
  
    char_to_room( mob, ch->in_room);
    mob->level = obj->level;
  
    for(i=0; i < MAX_STATS; i++)
  	mob->perm_stat[i] = UMIN(25, ch->perm_stat[i]);
    for(i=0; i<3; i++)
  	mob->armor[i] = interpolate( mob->level, 100, -100);
    mob->armor[3] = interpolate(mob->level, 100, 0);
  
    if (obj->item_type == ITEM_WEAPON)
    {
       mob->hit = IS_NPC(ch) ? 100 : 
  		UMIN( (25 * mob->level) + 1000, 30000);
       mob->max_hit = mob->hit;
       mob->mana = ch->level * 40;
       mob->max_mana = mob->mana;
       mob->move = ch->level * 40;
       mob->max_move = mob->move;
       mob->timer = 0;
       mob->damage[DICE_NUMBER] = obj->value[1];
       mob->damage[DICE_TYPE] = obj->value[2];
       mob->damage[DICE_BONUS] = number_range(level/10, level/8);
    }
  
    if (obj->item_type == ITEM_ARMOR)
    {
       mob->hit = IS_NPC(ch) ? 100:
  		UMIN( (100 * mob->level) + 2000, 30000);
       mob->max_hit = mob->hit;
       mob->mana = ch->level * 40;
       mob->max_mana = mob->mana;
       mob->move = ch->level * 40;
       mob->max_move = mob->move;
       mob->timer = 0;
       mob->damage[DICE_NUMBER] = number_range(level/15, level/12);
       mob->damage[DICE_TYPE] = number_range(level/3, level/2);
       mob->damage[DICE_BONUS] = number_range(level/10, level/8);
    }
    mob->sex = ch->sex;
    mob->gold = 0;
    mob->master = mob->leader = ch;
    SET_BIT(mob->affected_by, AFF_CHARM);
    
    af.where	= TO_AFFECTS;
    af.type 	= sn;
    af.level	= ch->level;
    af.duration	= 1 + (obj->level / 30);
    af.modifier	= 0;
    af.location	= APPLY_NONE;
    af.bitvector	= 0;
    affect_to_char(ch, &af);
   
    act("You give life to $p with your power!\n\r", ch, obj, NULL, TO_CHAR);
    act("$n gives life to $p with $s power!\n\r", ch, obj, NULL, TO_ROOM);
    
    extract_obj( obj );
  	return;
  }
  
  void spell_windwall( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *vch;
      CHAR_DATA *vch_next;
      char buf[MAX_STRING_LENGTH];
      int dam,hp_dam,dice_dam,hpch;
  
      act("$n raise a wall of wind striking everyone.",ch,NULL,NULL,TO_ROOM);
      act("You raise a wall of wind.",ch,NULL,NULL,TO_CHAR);
  
      hpch = UMAX(16,ch->hit);
      hp_dam = number_range(hpch/15+1,8);
      dice_dam = dice(level,12);
  
      dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
  
      for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
      {
  	vch_next = vch->next_in_room;
  
  	if (is_safe_spell(ch,vch,TRUE)
  	||  (IS_NPC(ch) && IS_NPC(vch) 
  	&&   (ch->fighting == vch || vch->fighting == ch)))
  	    continue;
  	if ( is_safe(ch, vch) )
            continue;
            if (!IS_NPC(ch) && vch != ch &&
                ch->fighting != vch && vch->fighting != ch &&
                (IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
              {
              if (!can_see(vch, ch))
                  do_yell(vch, "Help someone is attacking me!");
              else
                {
                   sprintf(buf,"Die, %s, you sorcerous dog!",
                      (is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
                       ch->doppel->name : ch->name);
                   do_yell(vch,buf);
                }
            }
  
  	if (!IS_AFFECTED(vch,AFF_FLYING)) dam /= 2;
  
  	if (vch->size == SIZE_TINY)  dam *= 1.5;
  	else if (vch->size == SIZE_SMALL)  dam *= 1.3;
  	else if (vch->size == SIZE_MEDIUM)  dam *= 1;
  	else if (vch->size == SIZE_LARGE)  dam *= 0.9;
  	else if (vch->size == SIZE_HUGE)  dam *= 0.7;
  	else dam *= 0.5;
  
  	if (saves_spell(level,vch,DAM_OTHER))
  	    damage(ch,vch,dam/2,sn,DAM_OTHER,TRUE);
  	else
  	    damage(ch,vch,dam,sn,DAM_OTHER,TRUE);
      }
  	return;
  }
  
  void spell_earthfade( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      AFFECT_DATA af;
  
      if ( CAN_DETECT(ch, ADET_EARTHFADE) )
  	return;
  
      if (ch->in_room->sector_type == SECT_AIR
  	|| ch->in_room->sector_type == SECT_WATER_SWIM
  	|| ch->in_room->sector_type == SECT_WATER_NOSWIM )
      {
  	send_to_char("You cannot reach the earth to fade.\n\r", ch);
  	return;
      }
  
      if (MOUNTED(ch)) 
      {
          send_to_char("You can't fade to earth while mounted.\n\r", ch);
          return;
      }
  
      act( "$n fades into earth.", ch, NULL, NULL, TO_ROOM );
  
      af.where     = TO_DETECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (level / 8 + 10);
      af.location  = APPLY_NONE;
      af.modifier  = 0;
      af.bitvector = ADET_EARTHFADE;
      affect_to_char( ch, &af );
      send_to_char( "You fade into earth.\n\r", ch );
      return;
  }
  
  void spell_earthmaw( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      char buf[MAX_STRING_LENGTH]; 
      int dam;
  
      sprintf(buf,"You tremble the earth underneath the %s.\n\r",victim->name);
      send_to_char( buf, ch );
      act( "$n trembles the earth underneath you!.", ch, NULL, victim, TO_VICT );
      if (IS_AFFECTED(victim,AFF_FLYING))
          dam = 0;
      else dam = dice( level , 16 );
      damage(ch,victim,dam,sn,DAM_BASH,TRUE);
      return;
  }
  
  void spell_drain( int sn, int level, CHAR_DATA *ch, void *vo,int target)
  {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      AFFECT_DATA *paf;
      int drain;
  
      if (!IS_SET(obj->extra_flags,ITEM_MAGIC))
      {
          send_to_char("That item is not magical.\n\r",ch);
          return;
      }
  
      switch (obj->item_type)
      {
  	default: 
  	 drain = 1;
  	break;
  
  	case ITEM_ARMOR:	drain = obj->value[3];	break;
  	case ITEM_TREASURE:	drain = 4;		break;
  	case ITEM_POTION:	drain = 8;		break;
  	case ITEM_SCROLL:
  	case ITEM_STAFF:
  	case ITEM_WAND:		drain = 12;		break;
  	case ITEM_WEAPON: 
  	 drain = obj->value[1] + obj->value[2] / 2;
  	break;
  
  	case ITEM_LIGHT:        
  	 if (obj->value[2] == -1)     drain = 10;
  	 else drain = 4;
  	break;
      }
  
      for (paf = obj->affected; paf != NULL; paf = paf->next)
  	drain += 5;
  
      drain *= dice(2,5);
      drain += obj->level / 2;
  
      if (number_percent() > get_skill(ch, sn))
      {
          act("$p evaporates!",ch,obj,NULL,TO_ROOM);
          act("$p evaporates, but you fail to channel the energy.",ch,obj,NULL,TO_CHAR);
      }
      else
      {
  	act("$p evaporates as $n drains its energy!",ch,obj,NULL,TO_ROOM);
  	act("$p evaporates as you drain its energy!",ch,obj,NULL,TO_CHAR);
  	ch->mana = UMIN(ch->mana + drain, ch->max_mana);
      }
      extract_obj(obj);
      return;
  
  }
  
  void spell_soften( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      AFFECT_DATA af;
  
      if ( is_affected(victim, sn) )
  	return;
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level	 = level;
      af.duration  = 5 + level / 10;
      af.location  = APPLY_AC;
      af.modifier  = 4 * level;
      af.bitvector = AFF_FAERIE_FIRE;
      affect_to_char( victim, &af );
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (10 + level / 5);
      af.location  = APPLY_SAVING_SPELL;
      af.modifier  = -1;
      af.bitvector = 0;
      affect_to_char( victim, &af );
  
      send_to_char( "Your skin starts to wrinkle.\n\r", victim );
      act( "$n skin starts to wrinkle.", victim, NULL, NULL, TO_ROOM );
      return;
  }
  
  
  void spell_fumble( int sn, int level, CHAR_DATA *ch, void *vo,int target )
  {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      OBJ_DATA *obj;
      AFFECT_DATA af;
  
      if ( is_affected( victim, sn ) )
      {
  	if (victim == ch)
  	  send_to_char("You can't be more fumble!\n\r",ch);
  	else
  	  act("$N can't get any more fumble than that.",
  	      ch,NULL,victim,TO_CHAR);
  	return;
      }
  
      if (saves_spell(level,victim,DAM_OTHER)
      ||  IS_SET(victim->imm_flags,IMM_MAGIC))
      {
  	if (victim != ch)
  	    send_to_char("Nothing seemed to happen.\n\r",ch);
  	send_to_char("You feel momentarily lethargic.\n\r",victim);
  	return;
      }
  
      if (IS_AFFECTED(victim,AFF_HASTE))
      {
  	if (!check_dispel(level,victim,skill_lookup("haste")))
  	{
  	    if (victim != ch)
  		send_to_char("Spell failed.\n\r",ch);
  	    send_to_char("You feel momentarily slower.\n\r",victim);
  	    return;
  	}
  
  	act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM);
  	return;
      }
  
  
      af.where     = TO_AFFECTS;
      af.type      = sn;
      af.level     = level;
      af.duration  = (4 + level / 12);
      af.location  = APPLY_DEX;
      af.modifier  = - UMAX(2,level / 6);
      af.bitvector = 0;
      affect_to_char( victim, &af );
  
      if ((obj = get_weapon_char(victim, TRUE)) != NULL)
      {
  	if (can_drop_obj(victim,obj)
  	    &&  remove_obj(victim,obj,TRUE))
  	{
  	  act("$n cannot carry $p anymore and drops it.", victim,obj,NULL,TO_ROOM);
  	  send_to_char("You cannot carry your dual weapon anymore and drop it!\n\r", victim);
  	  obj_from_char(obj);
  	  obj_to_room(obj,victim->in_room);
  	}
      }
      if ((obj = get_weapon_char(victim, FALSE)) != NULL)
      {
  	if (can_drop_obj(victim,obj)
  	    &&  remove_obj(victim,obj,TRUE))
  	{
  	  act("$n cannot carry $p anymore and drops it.", victim,obj,NULL,TO_ROOM);
  	  send_to_char("You cannot carry your weapon anymore and drop it!\n\r", victim);
  	  obj_from_char(obj);
  	  obj_to_room(obj,victim->in_room);
  	}
      }
  
      WAIT_STATE(victim, PULSE_VIOLENCE);
      send_to_char( "You feel yourself very  f u m b l e...\n\r", victim );
      act("$n starts to move in a fumble way.",victim,NULL,NULL,TO_ROOM);
      return;
  }
  
  